Note the UTTER AND COMPLETE TERROR on my face. Audiences are much less scary on the internet.
$bsp_exe
-game $gamedir $path$file
$vis_exe
-game $gamedir $path$file
$light_exe
-both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file
Copy File
$path$file.bsp $bspdir$file.bsp
Nice work, though, ninja
$bsp_exe
-game $gamedir $path$file
$vis_exe
-game $gamedir $path$file
$light_exe
-both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file
Copy File
$path$file.bsp $bspdir$file.bsp
RAD will take a bit longer, but the whole thing still finishes in under 10 mins. (Although that time will drastically increase if you don't start nodrawing your shit! :P)Scale the texture to 1.01 or 1.022012 & Source. Bad TJB, bad!
This computer supposedly was just out a few months agoI'm afraid that's meaningless when it comes to prefab PCs. All the parts in it are at absolute least a year old.
1. You need to seal off and COMPILE the map before you pass it of to the next mapper. In really don't want to try to debug/compile the errors from 8 different mappers x2, for a map that had never been compiled once. just no.My bad. I can confirm it compiles without any problems when sealed.
2. I don't see why you left stuff untextured.Sorry, just my way of working. I don't texture structures until they're roughly complete, and the buildings I've added are basically just placeholder blocks. I expect them to be vastly different by my next turn. This is particularly relevant for the interior sections, which at this stage are literally just hollowed out areas so that people can start working a playable layout into this.
3. packbsp your work so there is no question what assets are used in the map. Again, it is easy to extract the materials and such from the bsp using GCFScape.Yes, well, I didn't send a .bsp so that would have been tricky.
Just looked at the map file. I'm in way over my head already.Why?
thinks everyone hates himThen he has still not read/understood anything of what was said to him.