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 fKd - final - 
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Joined: Sun May 08, 2011 9:13 am
Posts: 28
Post Re: fKd - sign up -
When I look on Your map or another mappers my progress is null.
Map looks great :) Keep it on.


Tue Jul 05, 2011 11:03 am
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Joined: Fri May 06, 2011 2:59 am
Posts: 61
Post Re: fKd - sign up -
cheers


Tue Jul 05, 2011 11:27 am
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: fKd - sign up -
4000 brushes in 5 weeks, pretty impressive.. I see you were up to 6000 or so earlier.


Wed Jul 06, 2011 7:32 pm
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Joined: Fri May 06, 2011 2:59 am
Posts: 61
Post Re: fKd - sign up -
ERROR: MAX_MAPFILE_PLANES eep!!!


Thu Jul 07, 2011 7:55 am
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Joined: Sun May 08, 2011 9:13 am
Posts: 28
Post 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.


Thu Jul 07, 2011 12:42 pm
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: fKd - sign up -
Saw it coming! :mrgreen:

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Thu Jul 07, 2011 1:24 pm
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Joined: Sat Jun 25, 2011 12:28 pm
Posts: 30
Post 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


Thu Jul 07, 2011 2:09 pm
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Joined: Wed Apr 20, 2011 8:24 pm
Posts: 85
Location: Czech Republic
Post 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 :)


Thu Jul 07, 2011 8:49 pm
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Joined: Fri Apr 22, 2011 4:20 pm
Posts: 50
Post Re: fKd - sign up -
Can this not be solved with botclip?


Thu Jul 07, 2011 9:39 pm
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Joined: Sat Jun 25, 2011 12:28 pm
Posts: 30
Post 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...


Fri Jul 08, 2011 12:14 am
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Joined: Mon May 31, 2010 8:45 pm
Posts: 142
Post 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.


Fri Jul 08, 2011 12:30 am
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Joined: Fri May 06, 2011 2:59 am
Posts: 61
Post 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.


Fri Jul 08, 2011 2:24 am
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Joined: Fri May 06, 2011 2:59 am
Posts: 61
Post Re: fKd - sign up -
so with some player clipping and optimizing im back on track. woot


Fri Jul 08, 2011 3:44 am
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Joined: Wed Apr 20, 2011 8:24 pm
Posts: 85
Location: Czech Republic
Post 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.


Fri Jul 08, 2011 8:10 am
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Joined: Fri May 06, 2011 2:59 am
Posts: 61
Post Re: fKd - sign up -
vq3 ctf bots.... :evil:


Mon Jul 11, 2011 6:02 am
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