Forum posts

Posted 20 years ago2004-02-22 15:36:28 UTC
in Your FINAL Compile switches? Post #16940
I've using Nemesis's excellent batch compiler with Merle's Zoner.
The batch file is :

<snipped - don't worry about it ;) >
Posted 20 years ago2004-02-22 15:32:43 UTC
in Some screenies of Mudanchee Post #16938
I think this looks excellent. Is it available on downloads yet?
Posted 20 years ago2004-02-21 22:35:51 UTC
in r_speeds - advice needed Post #16834
Okay. I played with it. The fact is, even after fiddling with the hint brushes, trying to simplify the model and compiling my arse off :) I have to face the truth. The fancy carriage has to go. The map comes first and as it's a CS map speed is everything. Bye bye carriage. (Maybe one day on the HL2 engine...)

Well it's fixed. I might have got away with it in single player or something but it doesn't really add much to the map and if I seriously want people to try it out then I have no choice but to remove it.

Another mapping lesson learnt... :)
Posted 20 years ago2004-02-21 15:29:15 UTC
in I need more fps... Post #16788
Hi!

You need to put the hint brushes into your map and then compile and fire the results up and view it with gl_wireframe 2. Everything becomes clear then - in terms of understanding. ;)

I'm tackling this for the first time in earnest at the moment and it was only when I saw the results in gl_wireframe 2 from successful hint placement that I really began to understand what was going on.

This is the bit of mapping that needs patience. Good luck. Try the excellent tutorial on this site and download the example maps and walk through them all. Don't try to understand what is going on without looking at the results in game ;)

Worked for me anyway...
Posted 20 years ago2004-02-21 09:07:43 UTC
in r_speeds - advice needed Post #16752
Thanks for comments. Yup - sorry about bmps - that was sheer laziness on my part. I was in a hurry. Don't normally do that and won't again. Not everyone has broadband. (BTW my ISP totally crapped out yesterday so if you had probs downloading try again)

I'm going to try everything to rescue my carriage - but I may have to remove it for a playable CS map and keep a 'private' version to gloat over :) for LAN play. It's a bit of a 'featureofthemap' that you have to open the cariage doors from the driver cab to get into the carriage to plant the bomb.

On my side is the fact that this is tight little corner of the map. If the player is in this place they can't move much and probably are camping and deserve whatever frame rate they get :P

I'm going to play about with hints to see if I can push it down, the small gaps between the trains might work angles in my favour.If I can block some of the carriage it will make an appreciable difference I think. I think this has really shown me how vis can work against you. From that place you should be able to see almost nothing!!!

I'll try the entity thing but the carriage is full of them in any case - all windows are breakable all doors open etc..

This is the less fun aspect of mapping...
Posted 20 years ago2004-02-20 16:40:11 UTC
in r_speeds - advice needed Post #16665
Hi,

I've started working on the r_speeds on my de_tube map. I've found what I expected to be a tricky area.

The following screenshots show what I mean :(

http://allmixedup.dyndns.org/images/twhl/de_tube0023.bmp
http://allmixedup.dyndns.org/images/twhl/de_tube0024.bmp

The first is in wireframe and the second is without - so you can see more clearly. (Sorry if they're dark - but it IS a tunnel after all :) )

Now my question is how do I deal with this?

It's not obvious to me that hint/skip brushes are going to be much help here. (i've used them to good effect in other areas of the map)

Am I looking at changing the layout to deal with this? It's not inconceivable to extend the tunnel and the train into the tunnel and hide it around a corner or something then use hints etc. to 'isolate it'.

The obvious thing is to remove my lovingly crafted train carriage - but you can understand my reluctance to do so.

Anyone got any ideas?

Thanks.

(BTW - the screen shots start at de_tube001.bmp ;) , if you want to see more - I just put up the links for the relevant ones)

Once I get this sorted I hope to put this down, post it as a release, and move on. (I finally got the overview sorted thank to the excellent tut on this site, so it's nearly in shape for CS I hope - well at least till I break something else..)
Posted 20 years ago2004-02-19 19:06:48 UTC
in MAX_MAP_MIPMAP Post #16599
Thanks for the info. I'm compiling with a larger texdata until I can get round to 'optimizing' the textures - if it's worth it. As for NULLs - I already use them wherever possible :).

Thanks for your help
Posted 20 years ago2004-02-18 13:16:45 UTC
in MAX_MAP_MIPMAP Post #16495
I just bumped into this error on a compile and I have a couple of questions.

It seems I can get round this by using the "-texdata" switch on the compile command-line to bump it up to over 8192 Kb, but do I really want to do this?

Should I look at optimising the textures themselves in some way? I presume the memory used is determined by the size of the textures as well as the number. Is there anything else I should be looking for?

Is this memory allocation only relevant to the compilation process? Or does this impact the run-time?

BTW, it's a CS map - if that's relevant.

Any help much appreciated.
Posted 20 years ago2004-02-16 09:01:03 UTC
in Map downloads Post #16328
I seem to be having trouble with the map downloads. Is anyone else experiencing this?