Re: SPLA Map
Posted by Gollum on
Tue Nov 4th 2003 at 11:27am
Posted
2003-11-04 11:27am
Gollum
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Yikes! Don't do that or much badness will result. In theory I can't see why it would be a problem, but in practice there are many reports of problems when the editor and the game are on different drives.
Induction > deduction, much as I hate to admit it.
Re: SPLA Map
Posted by Myrk- on
Tue Nov 4th 2003 at 11:30am
Posted
2003-11-04 11:30am
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Whats the maps theme? I feel like making a section :biggrin:
I'd love to do a good ol' wildly extravagant secret room section, and a corridoor to each room maybe? Sorta dark dingey thing with little spotlights on roof and you choose your room, each room has a name maybe and you go through big vaulted doors to get to each section.
Secret room could have a teleport to room section too!
Re: SPLA Map
Posted by Wild Card on
Tue Nov 4th 2003 at 12:29pm
Posted
2003-11-04 12:29pm
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Theres ya problem MS, everything must on the same drive. If not, things dont work. HL (or in your case, CS) VHE, textures, HLCC, ZHLT and anything else must be on the same HDD.
As well, dont redo your section, its really good as it is. But you might want to redo your "hooks" on the bucket spilling the lava. I noticed you made the hooks, then shrunk them down. This makes some of your brushes not aligned with the grid (and I think it increases compile time?). As well, the base for that big water tank needs to be changed. Take out that brush and put something more simple. It will look as good (if not better) and will be much easier to do during compiling. I was thinking of putting simple rectangular brushes perpendicular to the lenght of the tank. 3 bruches about 16units thick and about 8 units longer on each side of the tank. Made theses go from the floor and up into the tank until it looks good to you. Make them func_wall's to prevent face spliting on the floor and FUBAR on the tank cylinder. Just my idea, do what you like. :smile: Other than that, your section looks good. Do that, compile, then run your map with gl_wireframe 1 to see if there are any other trouble spots.
Myrk:We have already all the mappers we needed for the original 8 sections around a centerpiece. But, since the layout isnt like that anymore, I'm sure we can add another section.
Re: SPLA Map
Posted by Sinner_D on
Tue Nov 4th 2003 at 10:24pm
Posted
2003-11-04 10:24pm
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i dont know what you guys are talkin about, ive been mapping for ages with my editor on a different HD, and i only come across the occational problem, but like i said, if you create a dummy dir for such resources within your hammer dir, it works.
however ive only mapped for CS, so maybe CS is just cool like that :biggrin:
Re: SPLA Map
Posted by Wild Card on
Tue Nov 4th 2003 at 10:41pm
Posted
2003-11-04 10:41pm
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heh, perhaps your just strange :rolleyes: Or lucky.
Re: SPLA Map
Posted by Tracer Bullet on
Wed Nov 5th 2003 at 1:19am
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Money, I've been compiling your map all day in the computer lab here at school. at one point, I had six 2.2 ghz computers crunching away on netvis, and I'm only up to 90% on leaf thread.
I think this problem must be with your map, not your HD setup.
Re: SPLA Map
Posted by G4MER on
Wed Nov 5th 2003 at 1:33am
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Thanks Tracer.. Now I know. Im gonna rebuild it, and try and do it better.. I have a couple new ideas I want to try..
Im gonna try and squish everything into a 512x512x512 box.
Is this map for HL, TFC, CS, DM, what.. Single Player, Multi Player?
($)
Re: SPLA Map
Posted by G4MER on
Wed Nov 5th 2003 at 2:05am
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NO SH!7 Really.. HAHAHAHA lol.. ohh man. Ok.
Let me get that done then.
($)
Re: SPLA Map
Posted by Dr Brasso on
Wed Nov 5th 2003 at 4:28am
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i would like to take this opportunity to show you just how badly a misguided set of func_walls can screw up yer r's....i did this on purpose, just so you'd get a feel for the perils....use them wisely....
before i added the appropriate/and inapproprate func_walls, the r's in this whole area barely passed 700.....but the compile time was well into 3 hours....now it compiles in less the 40 minutes on a 1.4 ghz athlon w/ 512 mgs ram.....quite the change eh?
[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210009.jpg[/simg]
[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210010.jpg[/simg]
an amazing difference.....im glad i made backups before i did this..... :heee:
[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210011.jpg[/simg]
one thing i will say though....i sure do like making textures....may have found a home...(then again, maybe not)... :heee: these are all customs ive been working on....hope ya like
[simg]http://www.snarkpit.com/pits/dr brasso/ns_build_21/alex_ns_build_210012.jpg[/simg]
dont get me wrong....but an ill placed or unecessary func wall can kill ya....and frustrate the s**t outta ya in the process...
/just my two cents....
Doc Brasso.... :dodgy:
Re: SPLA Map
Posted by Tracer Bullet on
Wed Nov 5th 2003 at 4:33am
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In moneys case, we are talking about a large number of very small brushes which could never act as visblockers in the first place. good point though doc.
Re: SPLA Map
Posted by Dr Brasso on
Wed Nov 5th 2003 at 4:39am
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each one of those sections of steel structure are in the same way....lots of small parts with no real vis blocking ability....which is why i did it in the first place....
doc B... :dodgy:
Re: SPLA Map
Posted by Tracer Bullet on
Wed Nov 5th 2003 at 4:54am
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maybe I don't understand what it is you were tieing to ent. in Money's case:
1. his map has no vis blocking to begin with
2. I'm talking about detail items. cylinders that are on the order of 8 units wide and simply stand against the wall to look like pipes
Re: SPLA Map
Posted by Tracer Bullet on
Wed Nov 5th 2003 at 5:01am
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The highest r's were 1300 w_poly. that is pushing it, but nither Money or I was ever able to compile the other version so it seems a moot point.
Re: SPLA Map
Posted by Wild Card on
Wed Nov 5th 2003 at 2:29pm
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I`m currently looking into MS`s map, I`ll be sending back to him after school (so in about 5 or 6 hours) Then, he should be able to compile it without problems.
Re: SPLA Map
Posted by Sinner_D on
Wed Nov 5th 2003 at 9:25pm
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hey WC...im curious to where you thought i should/ or shouldnt add func_walls...i tried my best to turn just about everything into func_walls...lol
just for future reference...go ahead and edit my rmf with ur added func_walls, if u have the time. then send it back my way.
Re: SPLA Map
Posted by Wild Card on
Wed Nov 5th 2003 at 9:31pm
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func_walls are mainly used to prevent face spliting.
Re: SPLA Map
Posted by G4MER on
Wed Nov 5th 2003 at 10:06pm
Posted
2003-11-05 10:06pm
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Hey Wild Card.. are you having one beam thats causeing 1200 r?
I have re-arranged the map some.. but I have 1 small saw leaf error, I found it, and am trying to figure out how to correct it.
I also have one beam that I get about 1200 r's from when I look at it from one direction.
I have it now compiling in about 30-45 min. Im about to try my next compile and fixes to see if I got it right yet. Ill stick it in my pit here for you if anyone wants to have a look.
($)
Re: SPLA Map
Posted by Wild Card on
Wed Nov 5th 2003 at 10:20pm
Posted
2003-11-05 10:20pm
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uh oh. It seems we now have 2 versions of the map. I just finished changing a few things, but send me what you've got. I'd like to see.
Re: SPLA Map
Posted by Wild Card on
Thu Nov 6th 2003 at 2:32am
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Ok MS, I've fixed up your pipe work (added 1 brush, but eliminated lots of faces) redid your lava buckets (about 99% the same, eliminated 9 brushes, and about 50-75 faces per bucket). I also redid your big water tank. The end parts werent flush with the main cylinder so this was probably causing problems with the compile. I'm going to compile over night and get back to ya.
Oh yea, send me your latest version.
Re: SPLA Map
Posted by G4MER on
Fri Nov 7th 2003 at 12:44pm
Posted
2003-11-07 12:44pm
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My section, is good enough to go.. I wont say done cause they are never done are they.. lol.
I have the R speeds below 1000, there are a couple spots they hit 989 or so.. but over all its good to go on r speeds.
If you want pictures or the rmf posted let me know, I know we had a debate about this not to long ago.. some prefer not to know, so they can guess and see who did what, and others want to know so they can help make it better, or whatever... let me know.
I even stuck a nice little Easter Egg in there.. =)
($)
Re: SPLA Map
Posted by Sinner_D on
Fri Nov 7th 2003 at 8:11pm
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well money, that was only suggested by an outside source, i however feel that atleast some of the team should see everyones work, inorder to better the overall outcome of the map. however, make sure you NOT post links to anything in the forums, pm anyone who wishes the file links. pix are ok as far as im concerned.
also, that brings up something ive been thinking about, do you guys think we should put personalized easter eggs (secret credit area) within our sections, or do you guys think we should just put a single easter egg in the finished product?
Re: SPLA Map
Posted by G4MER on
Fri Nov 7th 2003 at 11:49pm
Posted
2003-11-07 11:49pm
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Tell ya what i'll do.. as soon as I get this dang page to work ( PhP is a pain in the arse ) I'll stick images of my section on it, and those of you that want to look can, those of you that dont, wont.
By the way this HLCC is cool.. I found a new button on it.. heh =) im such a n00ber.. ( Half Life Button - wireframe works that way!)
($)
Re: SPLA Map
Posted by Sinner_D on
Sat Nov 8th 2003 at 4:11am
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wow, HLCC really looks pretty...well compared to my batch compiler :biggrin:
Re: SPLA Map
Posted by Tracer Bullet on
Sat Nov 8th 2003 at 11:21pm
Posted
2003-11-08 11:21pm
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I like the idea of personal easter egges. just make sure they are really hard to find.
Re: SPLA Map
Posted by Sinner_D on
Mon Nov 10th 2003 at 2:14am
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wb WC...so what are ur thoughts on easter eggs...should we all have seperate ones? or should we just put one in for the whole team?
P.S. im gettin a bit anxious here guys...anyone have any new screens? :biggrin:
Re: SPLA Map
Posted by Dr Brasso on
Mon Nov 10th 2003 at 2:34am
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im just curious.....why easter eggs??.....why not something that has a little more...umm...."class"....no offense intended, but i think easter eggs would deflate any credibility we might develope as a team .....might even reflect us at "the pit" as a bunch of fly-by-night weirdos.....
then again, maybe thats correct....hmm... :heee:
///just my two cents....
Doc Brass... :dodgy:
Re: SPLA Map
Posted by Orpheus on
Mon Nov 10th 2003 at 2:52am
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for what its worth, even the lowly of us here at snarkpit has more class than most, and i would defend any one of you if an outsider did something wrong.
i doubt anything you place in your map would reduce that feeling.
it would be nice, if you could all make one thing, and place it centralized inside the map, and object with a piece made by each.. maybe a fountain, or a monolith, or perhaps a poster, with a photo of each of you attached..
/ 2 cents
Re: SPLA Map
Posted by Dr Brasso on
Mon Nov 10th 2003 at 2:58am
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ahh, maybe yer right orph, but....given the scenarios of even the crappiest maps made, set in a "sci fi world", thinking of the Easter bunny just seems ....well....way way out of place....ahh, but maybe its just me.... :razz:
i will adhere to the concensus.... :biggrin:
Doc Brass... :dodgy:
Re: SPLA Map
Posted by Wild Card on
Mon Nov 10th 2003 at 1:53pm
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I got MS's final map and he's hidden a lego man. Perhaps (if he's ok with it) we could all have a lego man hidden in our sections. Or just 1 lego man in the entire map.
Re: SPLA Map
Posted by Tracer Bullet on
Mon Nov 10th 2003 at 6:42pm
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The whole point of easter eggs is tha they be personal. standardizing them makes no sense.
Re: SPLA Map
Posted by Sinner_D on
Mon Nov 10th 2003 at 8:48pm
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ok, why dont we just simplify this...put an easter egg (hiden anything) in ur section, dont matter what it is. and if you dont want to, then dont. lets just get the accual mapping part of htis done.
LOL lego man huh, thats pretty funny
MS pm me some screens, i wanna see ur lego man :biggrin:
Re: SPLA Map
Posted by DocRock on
Mon Nov 10th 2003 at 9:00pm
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I usually put a monster_rat in my maps, so I'll throw one or two in my section, too. I think the strangest thing I put in a map...well 2 maps in a row one time, was a picture of Ronald McDonald waving around a corner.
Hmm, maybe I'll make him an easter egg in my portion...instead of Ratty-Rat.
So how are we gonna put everyone's names in this map? A plaque? A game_text?
Re: SPLA Map
Posted by Hornpipe2 on
Tue Nov 11th 2003 at 6:50am
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Oops, I should finish my section. Sorry guys, expect something in... a week?
Re: SPLA Map
Posted by Tracer Bullet on
Tue Nov 11th 2003 at 7:11am
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Don't sweat it Pipe man. I havn't started either.
Re: SPLA Map
Posted by Dr Brasso on
Tue Nov 11th 2003 at 8:16am
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well, ive already started and s**tcanned 2 versions....in relation to each others sections, im finding that "wingin it" is a 4 star pain in the ass.....but on the other hand, WC is the one whos gonna take a screwing trying to put this thing together....and i dont see how its gonna be possible to confine yerself to around 7000 patches to get anything decent on it, if you dont know what else is gonna be next to yer section.....connectivity is critical....so.....we need to confer as to layouts etc heavily, IMHO....comments? suggestions?
///just my 2 cents....
Doc Brass... :dodgy:
Re: SPLA Map
Posted by Schmung on
Tue Nov 11th 2003 at 1:54pm
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Yeah, my section needs tons of tinkering and I haven't the time at present, but if you want the skeleton to get the connectivity then I'll go ahead and post it here.
Re: SPLA Map
Posted by Orpheus on
Tue Nov 11th 2003 at 2:02pm
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picture your project, attached to a heavy chain and one end is also attached to a stout pole..
you guys will never finish if you do the whole thing in your heads and send the pieces to WC for attachment.
i know ours is also incomplete, but till this final stumper, our product advanced rapidly.. you really need to make the map in segments, but allow each person to incorporate their own additions.
otherwise you will stall, and most likely end up with a group of areas attached by endless halls.
you need to really consider this, add your section and pass the rmf to the next in line, set a deadline and stick to it..