Re: BM sewers
Posted by Mr.INSANE on
Thu May 18th 2006 at 1:47pm
156 posts
86 snarkmarks
Registered:
Jan 29th 2006
Occupation: Student
Location: California,USA
looks pretty nice actually
Why Do we all have to wear these ridiculous ties
Re: BM sewers
Posted by Gwil on
Thu May 18th 2006 at 2:34pm
Gwil
super admin
2864 posts
315 snarkmarks
Registered:
Oct 13th 2001
Occupation: Student
Location: Derbyshire, UK
You have a leak in the map - or, you forgot to run RAD. The lights aren't
working properly and the level is being lit "fullbright" (which means
everything is illuminated to the same level). Perhaps you can post your
compile log here so we can see why that is.
You seem to have the basics of building worlds under control - now you
need to work on detailing, and especially getting those lights working.
A commendable first effort but it still is very basic and needs lots of
work. Do you have a download we can look at?
Re: BM sewers
Posted by Elon Yariv on
Thu May 18th 2006 at 8:28pm
130 posts
63 snarkmarks
Registered:
Mar 4th 2006
The walls are really bland. Add support beams(look in the generic textures for 2 nice rusty beam textures) along them.
Elon Yariv
Re: BM sewers
Posted by darklord51 on
Thu May 18th 2006 at 8:44pm
28 posts
23 snarkmarks
Registered:
Nov 4th 2004
is tht for cystan or the tunnels ???
the tunnels i may put signs up or odd rotten box, as for the cystan well i just can find a look like :rolleyes: maybe some beams for roof support
Re: BM sewers
Posted by darklord51 on
Fri May 19th 2006 at 1:48pm
28 posts
23 snarkmarks
Registered:
Nov 4th 2004
ok it might take longer then i thought to finish it ... im having problems compiling the map with the rad option .... i now get, Error: Exceeded MAX_PATCHES
heres the compile log, hope it means somthing to some1 so i can fix the prob
----- BEGIN hlrad -----
Command line: D:PROGRA~1Hammerhlrad.exe E:SIERRAHalf-Lifegearboxmapssewers
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
10252 faces
Create Patches : 67818 base patches
0 opaque faces
689598 square feet [99302208.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem