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Waveshock
Joined: Sun May 08, 2011 9:13 am Posts: 28
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 Re: fKd - sign up -
When I look on Your map or another mappers my progress is null. Map looks great  Keep it on.
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Tue Jul 05, 2011 11:03 am |
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fKd
Joined: Fri May 06, 2011 2:59 am Posts: 61
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 Re: fKd - sign up -
cheers
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Tue Jul 05, 2011 11:27 am |
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akm
Joined: Fri Jun 11, 2010 8:06 am Posts: 71
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 Re: fKd - sign up -
4000 brushes in 5 weeks, pretty impressive.. I see you were up to 6000 or so earlier.
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Wed Jul 06, 2011 7:32 pm |
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fKd
Joined: Fri May 06, 2011 2:59 am Posts: 61
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 Re: fKd - sign up -
ERROR: MAX_MAPFILE_PLANES eep!!!
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Thu Jul 07, 2011 7:55 am |
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Waveshock
Joined: Sun May 08, 2011 9:13 am Posts: 28
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 Re: fKd - sign up -
Your map is too heavy for bspc. Try put clip brushes over high detailed models. If it don't help try do copy of your map and create low brush version of map and generate ASS file for low brush version it should work with oreginal map. Meybe its help.
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Thu Jul 07, 2011 12:42 pm |
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cityy
Joined: Mon Apr 26, 2010 4:49 pm Posts: 221 Location: Somewhere near Berlin
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 Re: fKd - sign up -
Saw it coming! 
_________________ Portfolio Twitter
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Thu Jul 07, 2011 1:24 pm |
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subst
Joined: Sat Jun 25, 2011 12:28 pm Posts: 30
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 Re: fKd - sign up -
I got that one error with my last map >.< Decided to go with this fixaas thing, although its quite a lot of work, eventually it works well. If you don't know about it, there's this useful thread about 'howto' fixaas - http://www.quake3world.com/forum/viewto ... as#p868277
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Thu Jul 07, 2011 2:09 pm |
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Noruen
Joined: Wed Apr 20, 2011 8:24 pm Posts: 85 Location: Czech Republic
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 Re: fKd - sign up -
It is caused by too complicated patches - create new "nonsolid" shader and apply it on patches and then it will be ok 
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Thu Jul 07, 2011 8:49 pm |
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bst
Joined: Fri Apr 22, 2011 4:20 pm Posts: 50
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 Re: fKd - sign up -
Can this not be solved with botclip?
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Thu Jul 07, 2011 9:39 pm |
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subst
Joined: Sat Jun 25, 2011 12:28 pm Posts: 30
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 Re: fKd - sign up -
afaik if you keep textures behind clips as 'solid' it wont help -you either need nonsolid shader for them or you can turn your detail geometry into models...
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Fri Jul 08, 2011 12:14 am |
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phantazm11
Joined: Mon May 31, 2010 8:45 pm Posts: 142
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 Re: fKd - sign up -
subst wrote: ...you can turn your detail geometry into models... I had to do this on Corrosion...it was my curved staircases (created out of patches) that were causing the problem.
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Fri Jul 08, 2011 12:30 am |
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fKd
Joined: Fri May 06, 2011 2:59 am Posts: 61
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 Re: fKd - sign up -
so far im just going through the map optimizing everything and reducing unnecessary detail... prolly for the better. if the engines having a cry, ive fucked up.
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Fri Jul 08, 2011 2:24 am |
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fKd
Joined: Fri May 06, 2011 2:59 am Posts: 61
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 Re: fKd - sign up -
so with some player clipping and optimizing im back on track. woot
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Fri Jul 08, 2011 3:44 am |
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Noruen
Joined: Wed Apr 20, 2011 8:24 pm Posts: 85 Location: Czech Republic
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 Re: fKd - sign up -
You must not reduce datails - just use nonsolid shader - even when you use weaponclip right, marks will be visible on this nonsolid shader.
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Fri Jul 08, 2011 8:10 am |
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fKd
Joined: Fri May 06, 2011 2:59 am Posts: 61
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 Re: fKd - sign up -
vq3 ctf bots.... 
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Mon Jul 11, 2011 6:02 am |
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