Forum posts

Posted 16 years ago2007-07-29 02:02:28 UTC
in Model Lighting Issues... Post #230614
Indeed... Valve seems incapable of fixing current problems, yet fully able to create problems where there are none... back on topic though guys.

Check your resolution as has been suggested and tell us if that makes a difference, I can't think of any reason why it would kick you to desktop other than that, and even the resolution is news to me xD.
Posted 16 years ago2007-07-28 22:31:09 UTC
in Model Lighting Issues... Post #230576
Put plenty of cubemaps to cover your map first. When you play your map type "buildcubemaps" in console. Theoretically that should do it, accompanied by a refresh of the map. However, Valve screwed it up in a recent update. Toggle mat_specular 0/1 with some map changes until the reflections/refractions all work correctly. It's a pain.. but that's source for ya :-/.
Posted 16 years ago2007-07-23 11:52:25 UTC
in Lighting Prob. Post #230048
Thanks Highlander that worked perfectly. :)
Posted 16 years ago2007-07-22 15:51:51 UTC
in Lighting Prob. Post #229946
Ok, so I'm basically done with this map.. I've got my general lighting pretty set and other than a couple detail touch-ups everything is done. However this one problem I can't seem to get rid of and I was hoping someone has come across a similar problem and can help me. This set of stairs (there is two sets actually) will not light... Here is some pics showing what is in-editor and what is in-game.

http://img379.imageshack.us/my.php?image=lightingprobeditorwf1.jpg
http://img379.imageshack.us/my.php?image=lightingprobgamegx8.jpg
Posted 16 years ago2007-07-22 15:36:01 UTC
in Strange graphical problems Post #229944
dunno if anyone has said this but they're called artifacts and it's usually caused by overheating (hence why they have said check your fans). Make sure your computer is running at a tolerable temperature and also don't forget to try re-installing drivers.
Posted 17 years ago2007-03-25 22:54:25 UTC
in yeah. another error lol Post #217074
k, that's what i figured, I'll just ignore it.

Edit: Finished result, thanks for all the help guys! link
Posted 17 years ago2007-03-25 14:50:43 UTC
in yeah. another error lol Post #217040
Material STONE/BLENDCOBBLEDIRT001A uses unknown detail object type grassland1!

Seems not to make a difference, but it's repeated a couple dozen times in the compile, any way to fix it other than changing the texture?
Posted 17 years ago2007-03-25 14:25:33 UTC
in vbsp.exe has stopped working Post #217038
I've tried that, and saving it as a different file and compiling, neither worked.

I found the prop: models/props/cs_militia/bathroomwallhole01_tile.mdl

It's set as a prop_static and it's inserted into a wall which may be why it caused the problem, I'll make a work-around, thanks kasperg and splint.
Posted 17 years ago2007-03-25 14:16:13 UTC
in vbsp.exe has stopped working Post #217036
That's just it, I added a LOT of things since last compile. I'll look around though, what sort of things should I look for?

Edit: How long does vbsp run for on a map the size of maybe.. dust2? I've got 1GB ram. Maybe vista is just giving me the error because of hammers many problems. I'm gonna try letting vbsp run when the error comes up and see if that works.
Posted 17 years ago2007-03-25 14:02:47 UTC
in vbsp.exe has stopped working Post #217034
I'm getting an error: vbsp.exe has stopped working after vbsp runs the physics collision data process, windows is bringing up the error and stopping vbsp, as a result hammer will not create a bsp file, thus I cannot test my map. Has anyone ever had this problem?

P.S. I'm running Windows Vista, but i've compiled before and had no problem :(.

** Executing...
** Command: "c:program filessteamsteamappsjalapaeno565sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrike" "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse_beta1"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse_beta1.vmf
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/cs_shoothouse_beta1/tile/tilefloor013a_c17_311_-134_0!!!
Multiple references for cubemap on texture maps/cs_shoothouse_beta1/tile/tilefloor013a_c17_311_-134_0!!!
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse_beta1.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (158980 bytes)

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse_beta1.bsp" "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrikemapscs_shoothouse_beta1.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 17 years ago2007-03-25 12:48:32 UTC
in Strange Leak Post #217031
nice to know, I'll try covering my displacements

What about these contents_solid errors?

Edit: Ok, I fixed the leak by sealing my displacements and the content_solid errors disappeared, thanks.
Posted 17 years ago2007-03-25 12:35:38 UTC
in Strange Leak Post #217029
This is the leak if you don't wish to search through the compile.
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity prop_physics (-253.87 -476.19 -59.72) leaked!

I've tried moving the prop (a signpole) into the middle of the map, i've tried making it static, and i've tried deleting it. Only deleting it removes this error, and then it moves on to another ridiculous prop that's "leaking." Any ideas?

** Executing...
** Command: "c:program filessteamsteamappsjalapaeno565sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrike" "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.vmf
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/cs_shoothouse/tile/tilefloor013a_c17_311_-134_0!!!
Multiple references for cubemap on texture maps/cs_shoothouse/tile/tilefloor013a_c17_311_-134_0!!!
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity prop_physics (-253.87 -476.19 -59.72) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (152884 bytes)

** Executing...
** Command: "c:program filessteamsteamappsjalapaeno565sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrike" -fast "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp
reading c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.prt
LoadPortals: couldn't read c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.prt

** Executing...
** Command: "c:program filessteamsteamappsjalapaeno565sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrike" -noextra "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[46 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp
No vis information, direct lighting only.
2569 faces
483620 square feet [69641328.00 square inches]
142 displacements
49533 square feet [7132779.00 square inches]
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
Build Patch/Sample Hash Table(s).....Done<0.0289 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 3/1024 144/49152 ( 0.3%)
brushes 330/8192 3960/98304 ( 4.0%)
brushsides 2174/65536 17392/524288 ( 3.3%)
planes 1170/65536 23400/1310720 ( 1.8%)
vertexes 4038/65536 48456/786432 ( 6.2%)
nodes 1795/65536 57440/2097152 ( 2.7%)
texinfos 393/12288 28296/884736 ( 3.2%)
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 142/0 24992/0 ( 0.0%)
disp_verts 11502/0 230040/0 ( 0.0%)
disp_tris 18176/0 36352/0 ( 0.0%)
disp_lmsamples 128344/0 128344/0 ( 0.0%)
faces 2569/65536 143864/3670016 ( 3.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1077/65536 60312/3670016 ( 1.6%)
leaves 1799/65536 57568/2097152 ( 2.7%)
leaffaces 3012/65536 6024/131072 ( 4.6%)
leafbrushes 867/65536 1734/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16125/512000 64500/2048000 ( 3.1%)
edges 9246/256000 36984/1024000 ( 3.6%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 241/32768 2410/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3495/65536 6990/131072 ( 5.3%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1437460/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 46310/393216 (11.8%)
LDR leaf ambient 1799/65536 43176/1572864 ( 2.7%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/5826 ( 0.0%)
pakfile [variable] 166147/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 118295/4194304 ( 2.8%)

Total Win32 BSP file data space used: 2795904 bytes

Total triangle count: 6678
Writing c:program filessteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappsjalapaeno565sourcesdk_contentcstrikemapsrccs_shoothouse.bsp" "c:program filessteamsteamappsjalapaeno565counter-strike sourcecstrikemapscs_shoothouse.bsp"
Posted 17 years ago2007-03-25 11:58:25 UTC
in decals? Post #217027
thx, didn't even notice the overlay
Posted 17 years ago2007-03-24 20:28:21 UTC
in decals? Post #216985
This is a noob problem I know but I have yet to find a topic on it. How do I eliminate the overlap of a decal. For instance, you put a decal on a wall, and it shows up on the floor beneath it as well. I believe the reason I'm having this problem is because the floors are displacement where this occurs. Is there a way to counter this without making the decal higher?
Posted 17 years ago2007-03-21 17:42:27 UTC
in Displacements not solid? Post #216647
have you tried re-installing the SDK?
Posted 17 years ago2007-03-19 16:23:03 UTC
in Weapon Modeling Post #216405
This is probably not a great place to ask as most people here do not supply results, only answers. There are a lot of tutorials available on the site and in other websites which give information on skinning.

Try re-skinning the current HL2 hand models yourself, the reward is always better :).
Posted 17 years ago2007-03-19 16:18:02 UTC
in Invisible Water Post #216403
do you have "light" entities inside the map. I find I always get this error unless I add a light entity rather than using just light_spots/dynamic etc.
Posted 17 years ago2007-03-18 22:37:56 UTC
in Ropes not working in CS:S Post #216306
I'm having this problem as well, any ideas? I'll keep messing with it.

Edit: After giving up on my experiments, I found this.

http://www.hl2world.com/wiki/index.php/Rope_Workaround_in_Counterstrike:_Source
Posted 17 years ago2006-11-30 23:58:19 UTC
in origin of your e-identity? Post #204702
Tiki: Sarcastic Nickname. Tiki is the Hawaiin god of drinking, I'm the only one of my friends that doesn't drink.
TheTikiTony: Tony is my name.
Posted 17 years ago2006-11-30 23:44:13 UTC
in Need some hints. Post #204698
yeah, here's a pic of the end of that hallway, a little farther into development, trust me this map is in good hands lol.

Link
Posted 17 years ago2006-11-30 21:20:24 UTC
in Need some hints. Post #204681
i could, but that's not what I wanted. Here's a finished result, I still have to tweak the texture application.
http://img237.imageshack.us/my.php?image=example2sf7.jpg
Posted 17 years ago2006-11-30 19:03:17 UTC
in Need some hints. Post #204659
I gave up hope on the slice theory a long time ago, usually produces a really bad looking effect and way too many slices. I ended up just messing with it until I found a method that looked good. I created the corner and placed each side of the tunnel in the appropriate place, and then I added each brush according to the angle of the side and each part of the tunnel roof... less complicated than it sounds but it worked.
Posted 17 years ago2006-11-29 18:48:52 UTC
in Need some hints. Post #204490
I'm making a tunnel like map to brief things up. I have a typical rectangular hallway with the exception of the ceiling. The Ceiling has 10 brushes making an arch, custom done and made to be symmetric, so I know this part of the ceiling is perfect. I made a copy and turned it 90 deg. Does anyone have some hints on making a turn for this situation?

Example
Posted 17 years ago2006-11-27 23:41:40 UTC
in Blurry Entities... Post #204286
I had the same problem, the memory could not be read error, both with hammer and cs:s. After miles of research on it, there's only two solutions I found that work for it.
a. If you have more than one module of RAM, take them out and switch slots.
b. Complete Reinstallation of Windows and Reformat of Hard-Drive.
This has been a HUGE problem since some of the latest steam updates have come through.

As for the entities, solo is right, it's an update, and there's no fix. The only way to fix it is to find an older version of hammer 4 before the update, but for the time being, you'll have to memorize the symbols and try to remember what you placed and where :-/.

Sry muzzleflash, if you find other solutions to these problems pls do tell. I'm just giving you my experience with these errors so far.

Edit: I should add, I don't know what update caused it or where to find earlier versions.
Posted 17 years ago2006-11-27 23:35:52 UTC
in CS:S Help with custom textures. Post #204283
I never thought I'd say this, but I miss wads lmao. I have no clue unk. The .vmx file makes sense though, try adding it, if it doesn't work - check your compile log and see if it brings any errors, if it does, post them. If it doesn't, check your console after you load up the map and see what error it generates. If you don't get ANY errors, I'm afraid I don't know what could possibly be wrong.
Posted 17 years ago2006-11-26 01:07:11 UTC
in de_trainstation Post #204087
I agree, I have no problem with him promoting it, but don't put your map above others, it's arrogant. Nobody likes that.
Posted 17 years ago2006-06-17 00:46:00 UTC
in hollowing brushes? Post #185440
ive tried a wide variety of numbers for it but i usually use -12
are you saying you use -12 as in negative 12 or was the dash just a seperator? if so, -12 may cause some problems, try making a bigger block and just using 12.
Posted 17 years ago2006-06-17 00:42:21 UTC
in 1st time using something's wrong.. Post #185439
uncheck "use independant window configurations" and see if that works
Posted 17 years ago2006-06-16 14:38:51 UTC
in running a map Post #185372
lol, he's right though, there's a tutorial specifically for this, don't ask questions that there is an obvious answer for.
Posted 17 years ago2006-06-16 14:37:32 UTC
in Black lines? Post #185371
no not yet, but I'll wait out the compile time in the end. but to go from 2 and half hours to 26 minutes in any case is a HUGE improvement.
Posted 17 years ago2006-06-15 23:36:58 UTC
in X-Spectate Post #185298
Stupid 11yr old pale nerd >.<. Ur lucky we like ur maps :tired: .
Posted 17 years ago2006-06-15 23:35:47 UTC
in Bestest Coolest Great-Comic!!! Post #185297
w00t! bash that nerd!
Posted 17 years ago2006-06-15 23:08:55 UTC
in Black lines? Post #185296
Hey guys, I thought I'd give an update, I managed to change the compile times from 2 1/2 hours to 26 minutes. Here are some pics of the final result, much smaller though.

http://tikigameproductions.jconserv.net/viewtopic.php?p=5#5
Posted 17 years ago2006-06-15 21:13:35 UTC
in X-Spectate Post #185279
Well this went out of proportion... haha, anyway, it is unfair. I have been using X-spectate for almost 2 years now and it has never failed me, if they're wallhacking, you can tell with this, it's so easy to use an 11 year old pale faced nerd could find another hacker with it. The point is, it is really unfair that VAC would ban something that truly serves the same purpose, and you cannot modify the program without enough knowledge to build your own program, so the people who do modify it would end up hacking anyway if that is their intentions. Personally, I think this is a scam to ban people from their accounts so they have to buy everything all over again on a new account. The only proof of this I have however is the fact that they are lifting bans for it as long as they don't use the program again. They have stated time and time again that VAC bans are permanent, and you cannot get it reversed, ever. So going against this can only proove that they must be trying to "hush" people. Of course, I could be wrong and it's just a bunch of nice employees feeling sympathy for fellow admins.
Posted 17 years ago2006-06-13 20:36:11 UTC
in X-Spectate Post #185026
If you are a CS or TFC who uses X-spectate, a well known anti-hack, you may have been banned from VAC over the last week. If you have been banned, check the steam forums and issue a steam support ticket to valve on the matter. I have gotten my account unbanned as well as a few others. If you have not been banned for using it or if you have and get unbanned, cease using X-spectate completely at this point, especially on VAC secured servers. Thank you.
Posted 17 years ago2006-06-03 20:46:31 UTC
in Black lines? Post #183629
yeah, i'm making the ground about 5-6 brushes rather than the 30-40 for each room that it is in that picture, and I also took about 4-5 lights that were unnecessary :D, and thanks, I've been mapping for a while but never really dedicated to finishing a map, hoping to put out some good maps, can't wait to see ur comments. Thanks again for all the help rowley bob. Talk to you later man.
Posted 17 years ago2006-06-03 20:44:21 UTC
in Lower Compile Times? Post #183628
either way, they have to be level with the ground, so i'd have to cut out a portion of the ground to do it, I think i'll just stick with the custom texture. Oh, and rowleybob, it's a 2 1/2 hour compile for that map so far.... kind of ridiculous, despite the fact that it's open. Then again my computer isn't the best anyway haha.
Posted 17 years ago2006-06-03 20:41:08 UTC
in Lower Compile Times? Post #183626
.... custom texture.. u'd think since I've incorporated soo many of my own into already.. i would have thought of that.. haha, thanks for the rude awakening rowleybob, big help as always.. case solved.
Posted 17 years ago2006-06-03 20:40:00 UTC
in bump mapping in HL1 Post #183624
I don't know how many of you have seen this, but it's quite interesting. This guy gives code and a full mod that adds bump mapping int HL1!! It's pretty cool, check it out. Been out a couple of years so I'm sure u veterans like the monkeys, hunter, unbreakable, orph, muzzle and COUNTLESS others who are always on these forums have seen.

http://collective.valve-erc.com/index.php?doc=1091469531-97736200
Posted 17 years ago2006-06-03 20:27:20 UTC
in Lower Compile Times? Post #183621
Well, I know what's "raping it" man lol. I took 1 unit high bars for the parking lines and cut the ground with them.. stupid idea I know, noob mistake but no more! lol. Anyway, now i'm trying to find a way to do this without getting "Texture axis is perpendicular to face" errors. If there is any way to do multiple textures on a brush other than 1 on each side.. like multiple faces on 1 side with vertex manipulation, PLS TELL ME. I don't think there is, otherwise someone would have posted about it I'm sure. So um, what do u think, just make a brush for each line and a few brushes for all the stuff for in between or a single brush... is there any way to do this quicker. I posted a screenie on the "black lines" topic that shows u the map i'm doing, you'll see parking lines, i'm trying to do those with as FEW brushes as possible, b/c it's quite obvious that is what was KILLING my compile times.
Posted 17 years ago2006-06-03 20:04:58 UTC
in simple flat textures Post #183619
I remember seeing a tutorial somewhere that I now regret not reviewing about how to make textures that would be flat and appear to the same as a decal without putting another brush in ground or placing a decal itself, thus making it easier to line things up if you needed to. Does anyone remember seeing this? If not, do you know any simple ways? I tried for fun taking a cylinder and making it's vertices all on one edge.. minus the 4 that I needed to make the original square, it obviously didn't work, but is there any way to do it like this?
Posted 17 years ago2006-06-03 20:01:22 UTC
in Texture problem? Post #183618
um, back on subject.. hehe. If you have a better computer or graphics card that hl1 requires, there's usually some option in the drivers control that lets you force anisotropic filtering which will help to smooth that out, though it will still be faded, the lines won't be as obvious.
Posted 17 years ago2006-06-03 19:57:14 UTC
in Lower Compile Times? Post #183617
I already do everything u said rowleybob, especially nulling, my small bits of hl2 experiments on my brother's computer got me into doing that. Thanks anyway guys. :(
Posted 17 years ago2006-06-03 19:55:01 UTC
in Black lines? Post #183616
thanks rednik. I got the textures off of Evilsod_2k's example map : cars.
I didn't like his prefab cars though, too blocky, so unfortunately, the blurriness is here to stay. Although part of it is my computer due to the fact that my computer doesn't run any anisetrophic filtering :(.
Posted 17 years ago2006-06-02 21:22:02 UTC
in GoldSource Mapping Tips Post #183419
I know this is a late post, but I have a problem with ansith's theory - don't carve. Carving can be a very successful tool if done well. The number one thing is to never just carve, always make sure the end land on a unit vertex. When carving intricate objects, it's best to make layers to avoid corrupting the brush. However, if your looking for intricate objects, I would strongly suggest just using vertex manipulation. Carving is good to do quick jobs if you want to create angles or extra faces.
Posted 17 years ago2006-06-02 21:05:05 UTC
in Black lines? Post #183412
It is not looking into a void, the images do not repeat. And i set the view distance to a ridiculously high number.
Posted 17 years ago2006-06-02 21:04:29 UTC
in Lower Compile Times? Post #183410
Ok, thanks a lot. Um, look to my other post and you'll see the problem with it's compile time then haha.
Posted 17 years ago2006-06-02 21:02:16 UTC
in Black lines? Post #183407
Notice WAYYY in the background, there's these black lines that keep appearing over the last of the ceiling joyces, any idea why? Is it fixable? It's not a view distance error, or a clipping error, and there's no brush inside it. It also doesn't do it to the joyce directly above the player when standing at the other end.

User posted image
Posted 17 years ago2006-06-02 20:52:08 UTC
in intelligent imported models Post #183403
Code is the only way you can do it. Tutorials would be best for doing it. If your lucky someone might have tried and succeeded and posted their results somewhere. Monster museums have been done several times, not that that's bad, just make it unique :D. GL.
Posted 17 years ago2006-06-02 20:48:35 UTC
in Flaws with vertex manipulation Post #183400
Post a screenie of both if you can, side by side picture preferably. Probably a problem with the shape your making, have you tried hitting alt-p to see?