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Uh 
so if vis sits there, for many hours (using rvs+) at 31% (9277 of 29510), should I give up and assume it's never going to finish? 
 
some % take longer than others. back when i was vising starbuck's coagula contest map, it was stuck at like 41% for about a day... then got into the 50's before stopping again and eventually my computer needing rebootage (unreleted... the map took about a week to get to that point with a 1ghz 256mb ram).

it was at that point we gave up and decided starbuck needs to learn how to make clean maps before making big complex maps :D perhaps that's your problem? 
No Way 
its not going to be as unclean as my map, i employed lots of tactics to extend the vising time 
Yeah... 
Tronyn really needs to focus on learning how to make small, simple maps to start with. Maybe one day he'll learn & advance onto larger, more complex projects... ;-) 
Btw Tronyn... 
Does this still give you nightmares?

http://xen.quakepit.com/soe1m1.jpg 
Heh 
I think it does, lol. What a mess that map was, at least it compiled eventually (lol, I have some maps that may never compile!)

Thanks for the response Scampie, I'll try to give this one like a week or something. In case you're wondering, it's a redone, much better/more vertical/detailed version of anevil (knight's stronghold). there are windows that look out onto massive scenes. so, maybe I should just plug all the windows and try to make it more practical.. but it would be so cool to have a quake map like that... 
Reminder 
thought i'd remind everyone that theres a speedmapping session tonight at 9pm GMT, seeing as the lack of sessions during the turtlemap might have confused people 
Qmap.org 
Just thought I would let people know that http://qmap.org should now point here. No longer a useless domain! Good to see my little pig icon lives on in func_msgboard :)

Keep the scene going,
slake (skull) 
Thanks, Slake. 
nt 
Slake: 
Very cool.

You really don't need a copyright message, however :) 
Hosting? 
I'm lookin to dump my pq account, and the Spawnpoint thing fell through. Anyone got suggestions for either cheap .com companies or if anyone is willing to host me? 
Hosting 
Globat is 7.50 a month and reasonably full featured.

http://www.globat.com/

You could do worse. 
Prodigy 
http://www.t35.com/ Try this it's free and has php support if you need it, no Mysql tho im afraid. I have http://d4vee.t35.com 
Hosting 
If you live in the NA, then the deal monsto linked is a really good one.

check this thread for more info:
http://www.metafilter.com/mefi/29587

They're going the viral marketing route. So the catch is that they treat you like the divas you are, hoping that you'll pimp their services to your friends. 
Starbreeze Level Editor Released - Supporting For Enclave And Quake ! 
http://www.o3games.com/sbz/EN_PlainPage.asp?id=2215

me and wrath should be able to answer some questions about using it since we've worked with it. 
I Thought Wrath Just Was Evil 
I didn't know he could answer questions too... 
Enclave Editor 
My wish has been granted! I just might do something for Enclave instead of RtCW. 
Ogier 
I goto start it and it asked me for a project Registry? Where do I point it (for quake that is) 
Some Subdir To The Ogier Install Dir 
seems like tex scale is wrong for q1 tho :)

the quake support at the moment is very basic so I don't think it will really be worth using in it current state 
Czg 
maybe if you didn't ask the bloody wrong ones all the time... Now, let's see if I can hit this here apple from the top of your there head with this here crossbow. Aye, that's a good laddie, just like that.

Also, ogier-shortcuts will be priced at $9.99 a pop. there are about fiften gazillion of them all in all.

Cyb,

quake3-support. Chances are one could use ogier for pretty much everything except curved surfaces and shaders, right? 
*Jimbo goes and downloads the enclave editor, only to remember that he has not enclave installed anymore and the CDs are 90 miles away at home


DOH! 
But You Can Use It For Quake! 
bling bling! I shall certainly have a look! 
Questions 
So I've got too many clipnodes in my map. A couple questions:

a) when compilers complain about too many clipnodes (clipnodes in map exceed X number limit), is there a compiler that can tell you by how MANY clipnodes you are over by? How many you need to eliminate, that is?

b) don't suppose there are any compilers that have a higher limit on clipnodes? or is this a limitation of quake's? 
Eliminate Clipnodes By Clipping. 
No really! 
Well, To Be Slightly Helpful 
a) (Though I'm not entirely sure if what I'm about to say is correct. I'm sure someone (metlslime) will correct me if I am.) Open up the yourmap.H2 and yourmap.H1 files made by qbsp. there's a number right at the top that says how many clipnodes that hull contains. Add them up to get total number of clipnodes in your map.

b) No, you can't extend the 32768 clipnode limit. This is a limitation in the bsp format. 
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