Forum posts

Posted 17 years ago2007-05-05 11:54:45 UTC
in high r_speeds from weird vising. Post #221061
Wohoo, it works much better now! There's still 1100 r_speeds at one point, but my school computers can handle that. It's a map of my school btw. :P Here's a link if somebody's interested http://www.clerlic.net/de_juhannuskukkula.bsp
Posted 17 years ago2007-05-05 09:36:45 UTC
in high r_speeds from weird vising. Post #221057
I ran it twice with normal and full vis because i thought it was ready.

Damnit, after making smaller clusters of func_walls instead of one huge one, i get that too many objects error :(

Host_Error: PF_precache_model_I: Model 'sprites/pistol_smoke1.spr' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

I think i'll just have to group objects around other places then.
Posted 17 years ago2007-05-05 05:10:00 UTC
in high r_speeds from weird vising. Post #221047
Oh shit, i suspected that, it gave me a "too many brush entities" error a while ago so i just took all the func_wall entities on the bottom floor and made them one... Shouldn't have done that i guess :( But i don't it how it sees them when there are 2 huge brushes in between.
Posted 17 years ago2007-05-05 04:42:37 UTC
in high r_speeds from weird vising. Post #221042
thanks man, i've put a few hint brushes in some places, i'll try to compile it now.
Posted 17 years ago2007-05-05 03:54:14 UTC
in Help! Math problem in mapping Post #221037
I'd say that if the whole track around the wheel is r2*pi =~ 3141.59, and angular velocity of the wheel is 21 degrees per second, then the velocity of gondola should be 3141.56/21 = ~149.6

You won't get it exactly right tho, because those are rounded up numbers. But it shouldn't be very noticable.

Oh yeah, and i'm presuming you're using func_train to navigate the gondola around.
Posted 17 years ago2007-05-05 03:37:23 UTC
in high r_speeds from weird vising. Post #221036
fk! it was http://www.clerlic.net/dj.JPG ... :D

Anyways i used gl_wireframe 2 on this one to see every poly being rendered, and for some reason it's rendering polys on the bottom level.
Posted 17 years ago2007-05-04 18:57:49 UTC
in high r_speeds from weird vising. Post #221010
Hey, i've been making this map for past few weeks, but now i have a weird problem, for some reason i see a bunch of objects through the floor, even that it's a normal brush. That really bumps up my r_speeds and i'd like to ask if you know something about that?
Here's a screenshot http://www.clerlic.net/dj.jpg
Posted 17 years ago2007-04-22 14:41:48 UTC
in " No visibile brushes" Post #219799
I tried that, but it kept saying that about other brushes.

PS. Fixed by cloning and deleting all CLIP brushes.
Posted 17 years ago2007-04-22 13:40:57 UTC
in " No visibile brushes" Post #219786
I keep getting that error even though i don't have any origin or clip textures on the brushes it tells me. When i clone the object and delete the old copy, it says the same thing about another object.
Posted 17 years ago2007-04-16 16:06:37 UTC
in Frustrating leak Post #219267
The best way to prevent leaks is to frequently seal off the complete portions of the map, hide them and then run the new portion to see if it has any leaks. And always use grid and zoom when connecting walls and stuff.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-09 11:16:34 UTC
in help with (advanced) func_trains Post #218496
http://collective.valve-erc.com/index.php?doc=1047964377-43297800

Here's another tutorial on those, it was really helpful even with the not-working pics