A little Map help plz Created 20 years ago2004-01-04 20:37:39 UTC by Dizzy Devil Dizzy Devil

Created 20 years ago2004-01-04 20:37:39 UTC by Dizzy Devil Dizzy Devil

Posted 20 years ago2004-01-04 20:37:39 UTC Post #10667
I have uploaded a problemed map.

Was wondering if any of you could look it over and help me figure it out.

http://cariad.co.za/twhl/mapvault_map.php?id=612

Having issues with the lighting, sky texture and leafthread errors.
Posted 20 years ago2004-01-05 00:05:56 UTC Post #10703
ill help you tommorow at like 9:15..... gotta go to sleep ok?

-Zappy_2x2
Posted 20 years ago2004-01-05 00:07:40 UTC Post #10704
actually ill helpp now

-Zappy_2x2
Posted 20 years ago2004-01-05 00:09:06 UTC Post #10705
BAHH sry forget it lol im busy gettin ready for exams!

-Zappy_2x2
Posted 20 years ago2004-01-05 00:16:34 UTC Post #10708
Well i think this map is just a bit to complex for Half-life. Also SKY BOX!! BAD!! Very bad. Also i think some of the brush work has to be a little bit neater. I mean look at the jump pad! Very messy brushwork there
AJ AJGlorious Overlord
Posted 20 years ago2004-01-05 00:25:30 UTC Post #10710
I cant even get ur map to run! And i think u forgot to include ur wad file
AJ AJGlorious Overlord
Posted 20 years ago2004-01-05 00:46:57 UTC Post #10711
opps

updated!!!
Posted 20 years ago2004-01-05 02:05:20 UTC Post #10712
Map updated with comments. Take a look!
AJ AJGlorious Overlord
Posted 20 years ago2004-01-05 16:03:53 UTC Post #10790
Thanx I will
Posted 20 years ago2004-01-05 17:31:33 UTC Post #10801
I am still getting disapearing walls and sky when you stand in certain spots in the map.

One person suggested to me that I up the max vis distance in the map properties.

I did I bumped it from 4096 to 8192 I even tried 16384. did not help.

I have updated the map in the map vault.

Thank you Anthony The map looked a lot better with the canyon wall sarounding the inter canyon. Nice touch!!!!!

this problem may be cause by how I am compileing the map. I am using zoner tools, but the map looks like it is using only 8 fps after complie.

any suggestions would be great
Posted 20 years ago2004-01-05 17:40:16 UTC Post #10802
i haven't looked at it, but it might be caused by the renderer looking at too many faces at once. try using hint and skip textures in the zoner wad. read the tut on r_speeds for more details.
Posted 20 years ago2004-01-05 20:18:42 UTC Post #10830
Hey SuperMechaCow,

I think that part of the problem is that I am running HL in software not open GL.

What you think?
Posted 20 years ago2004-01-06 01:08:13 UTC Post #10855
Ah yes of course! I had no problems running this map (apart from slightly longer compile times), but im using Opengl mode. Try it and see
AJ AJGlorious Overlord
Posted 20 years ago2004-01-06 01:50:10 UTC Post #10858
Wee

Will do when I get home :)
Posted 20 years ago2004-01-06 05:09:25 UTC Post #10871
Running HL in OpenGL helped a lot!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Is there a wy to complie in opengl or is it set by default in hammer?
Posted 20 years ago2004-01-06 06:57:49 UTC Post #10872
OpenGL is the way the map is rendered (drawn) by HL, not anything to do with how it is compiled.

Very general rule of thumb: people play in Software, it looks bad. People play in OpenGL or even d3d, it looks good.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-01-06 18:28:24 UTC Post #10984
you should test maps in software.. its more stable, and crashes pretty smoothly ;)
Posted 20 years ago2004-01-06 21:02:41 UTC Post #10999
Yea there are parts in the map that drop the fps to 8 and then it jumps to 60 fps if you keep moving.

It works alot better in OpenGL and the light_envioment works and I do not have disapering textures or sky textures.

:P
Posted 20 years ago2004-01-06 22:29:47 UTC Post #11006
lol there u go all good now!
AJ AJGlorious Overlord
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