Forum posts

Posted 11 years ago2013-06-08 05:29:41 UTC
in Models disappear and appear Post #313878
Hello,

I'm making a map with some trees on the ground, when I stay on the roof, sometimes, I can see the trees and sometimes not. It is supposed the trees should be seen from the roof.

Notice this in the next images:

http://postimg.org/image/z5uc86t15/
http://postimg.org/image/glk7wv8b5/

Is there any way to make that models to be visible from all the map? I don't know if is it possible to change manually the vis leafs and put that entities inside all of them.

PS: I compile using -full vis parameter.

Thank u for answering :)
Posted 11 years ago2013-05-23 01:53:39 UTC
in Max_Map_Verts Error Compiling Post #313658
Vluzacn says (by mail):
Maps with high texture resolution usually hit the AllocBlock limit before any other limits like max_map_verts. I believe your map also has AllocBlock problem.
Such limits are inevitable given the large texture area and small texture scale. But with the same texture scale, "detail textures" can make the texture look more clear. I'm not sure if your game supports r_detailtextures. If you need this, I can send you a tool that converts any texture into a detail texture.

Also try using texture whose sizes are power of 2, like 64*64, 64*128, 128*128, 128*256, 256*256. Because if they are not power of 2, they will unwantedly get resized when they are loaded into the engine.
Posted 11 years ago2013-05-15 19:18:23 UTC
in Max_Map_Verts Error Compiling Post #313557
I believe to use null/sky/bevel textures in faces of brushes which are totally covered by other brushes and in faces that are pointing to nowhere is needless. What do you think?
Posted 11 years ago2013-05-15 16:25:16 UTC
in Max_Map_Verts Error Compiling Post #313553
I'm mapping the high school where I worked, I'm building everything inside, I think that's why the compiling process exceed some limits.

http://postimg.org/image/w4jjbj0zh/

I read about bevel, sky and null texture to optimize, since the bevel texture decreases the vertexes amount, I decide to use it.

However I'm not sure if I'm doing it in the best way. I set the bevel texture to all the brushes of the map, then I just change the faces of that brushes which could be seen in-game.

I'm not sure if it's useful to set bevel/null/sky texture to a face of a brush which is out of the map (facing to nowhere) or this is irrelevant.

How is the correct way to use that kind of special textures? Is there any trustable tutorial about it?
Posted 11 years ago2013-05-14 19:32:14 UTC
in Max_Map_Verts Error Compiling Post #313536
Im not trying to optimize the map, just Id like it gets compiled.

If I don't scale <1 any texture, the vertex information in the compilation is:

vertexes 45035/65535 (68.7%)

So, when I scale some textures <1 the vertexes increase beyond the limit.

Finally, I think I'm going to use low resolution textures if I want to compile the map.
Posted 11 years ago2013-05-14 17:28:25 UTC
in Max_Map_Verts Error Compiling Post #313534
Divide the brushes could solve the problem?
Posted 11 years ago2013-05-14 17:20:53 UTC
in Max_Map_Verts Error Compiling Post #313533
I want to show you how is the difference between a big texture with a small scale and a fitted texture:

http://postimg.org/image/izy2wuprd/
Posted 11 years ago2013-05-14 16:35:59 UTC
in Max_Map_Verts Error Compiling Post #313531
The resolution is 512x512 in the most textures, they are over 50.
There isn't any cut brushes.
Posted 11 years ago2013-05-14 15:15:20 UTC
in Max_Map_Verts Error Compiling Post #313528
I've already used the vluzacn 30 compiling tools.

The fact is I set a 0.25 scale in the most of the brushes to get the detail high. Can I keep this?
Posted 11 years ago2013-05-14 14:47:00 UTC
in Max_Map_Verts Error Compiling Post #313525
Hello everybody! :)

Compiling my map I get the error max_map_verts. I googled it but with no success I haven't got any clever solution.

My map is huge and I use high resolution textures, so I small-scaled ( < 1 ) them to increase the details. If I don't scaled them I don't get this error when I compile.

My question is simple, is there any way to keep the high textures with a small scale in brushes and get a correct compilation?

Thank you for answering! :)