#7915 posted by Trinca on 2008/10/29 17:08:12
the map have many leaks i saw many of then when i beta!
Madfox u must fix then all...
Wad Repository
#7916 posted by Drew on 2008/10/29 18:47:06
???
MadFox
#7917 posted by JPL on 2008/10/29 19:29:00
Main problem with leaks is they are sometimes very difficult to solve... furthermore when you are not cleanly mapping (i.e poly and textures off-grid !!!).
The only way to verify you are not generating garbage is to compile a sealed map very often, in order to progress very safely... And when I say "sealed map", I mean a sealing done by huge boxes that occluded the non-finished areas... like "hole-fillers".
If it does not prevent from HOMs (it happens sometimes), it helps a lot anticipating issues before the latest complete map compilation with the tons of warnings/leaks/HOMs/whatever fucking problems you might have onto your final big map...
Believe me, it unfortunately slows down your mapping speed, but it gives more safety in map result...
You should consider make iterations of compilation using occluding huge boxes in order to isolate your leak problems, and solve them one by one... or more ;)
Good luck ;)
Wad Repository
#7918 posted by Drew on 2008/10/29 19:48:38
And/or newest version of Wally?
Thanks
Oh
#7919 posted by Drew on 2008/10/29 19:53:36
Haha, shit.
#7920 posted by JneeraZ on 2008/10/29 20:29:22
JPL speaks the truth, IMO. I regularly stop and throw in temporary walls to block off new passages and doorways in order to verify that I'm still in "valid map" land. If I can get a clean compile and VIS, I'll remove the blockers and carry on. But not before.
It's too painful to do a huge map and then get one of those oh-so-wonderful leaks where it doesn't generate a pointfile. Good luck fixing that! Grr...
Oh Yeah...
#7921 posted by metlslime on 2008/10/29 21:56:05
this is actually an interesting point. When I made my early maps (chaos, rubicon) i just left openings to the void, and it was no big deal. Since i used software quake, the grey looked nice anyway.
Then, switching to quake2, the compilers wouldn't even calculate lighting without a sealed map (if i recall correctly) so i got in the habit of capping off any doorways/hallways to unbuilt areas.
Now that habit stays with me in any engine. And it definitely helps reduce leaks.
Hmrphf
#7922 posted by madfox on 2008/10/29 21:57:46
sorry for that, just cut the vising after three days random vacuumcleaner sound. I only had 400 houres to go.
I had to give the outside box a heap of 16, before it stopped leaking on b_models.
After I could seal the box compact to the map without leaking I thought it would be ok.
Fastvis when fine and there were no homs.
And to be serious, if I point to the so called bad area's I end upon somewhere between brushes I can't get a hold which one's ment.
Hm
#7923 posted by ijed on 2008/10/29 22:00:44
I thought the corridor blocking was standard practice, but I remember now I learned it from HL1 and Q2.
Drew
#7924 posted by Spirit on 2008/10/29 22:32:38
http://www.quaddicted.com/wads/
Great to see you GOing to MAP!
Maybe...
#7925 posted by JPL on 2008/10/30 08:19:33
.. it is time to open a Best Mapping Method Thread :P
Well
#7926 posted by madfox on 2008/10/30 19:47:04
are there people who want to test a fastvised map, or is it against the rule to publish a not best vised map?
MadFox
#7927 posted by JPL on 2008/10/30 21:27:24
For beta testing: I always send fastvised map.. fullvis is for final release ;)
#7928 posted by Trinca on 2008/10/30 23:16:07
MadFox didn�t you like my advices? :|
i still can give you more feedback :(
but u dont love me anymore...
buaaaaaaaaaaa nobody loves me!!!
i will buy a iceberg near Vondur and stay there forever!!!
Oh Yeah
#7929 posted by madfox on 2008/10/31 04:42:33
Trinca, I did apreeciate your advices, your demo was usefull. As far as you got kikked half. A lot of leaks you mentioned I couldn't find.
I did send Sielwolf a call but it got bounced.
So again, anyone interested in betatesting?
MadFox
#7930 posted by JPL on 2008/10/31 09:54:11
Please send
Madfox
#7931 posted by spy on 2008/10/31 10:36:21
my email in my profile, u can send it to me if you wish (send it with a pointfile)
On
#7932 posted by madfox on 2008/10/31 18:07:01
its way.
#7933 posted by anonymous user on 2008/11/01 04:26:49
just got WC 3.3 - How can I adjust texture brightness? More importantly, I don't seem to be able to select brushes in the 3D view... any way to make that possible? Haven't even tried to compile yet...
Yeah
#7934 posted by Drew on 2008/11/01 04:29:44
furthermore, I'm currently unable to apply textures... what the fuck?
Turn Off
#7935 posted by ijed on 2008/11/01 05:17:26
3d accelartion in the options menu - thats some stupid shit default on that does nothing, as far as I can tell. Apart from fuck up moden PC's that is.
That's proably everthing solved, if not (texture correction) then ask Baker.
Eh
I fail to see how hardware 3D acceleration is a bad thing, assuming of course that it works. :D
I had the same problem with Stoneless after a certain DirectX version (many years ago). I guess the obvious answer is that they were using functionality that changed or was removed in later versions.
It Doesn't
#7937 posted by ijed on 2008/11/01 17:44:42
Not Being Able To Select Brushes
#7938 posted by Preach on 2008/11/01 18:37:45
I had the same problem with brush selection in the 3d view, and had to downgrade my graphics driver by several versions to get it working again. I'm currently using omega drivers, version 5.12, which might not be the most recent version which work, but were the first ones I found which still did. It's also possible newer drivers fix the problem, it's just too much hassle for me to keep upgrading them to find out.
Nah WC 3.3 Need Hardware Acceleration.
#7939 posted by RickyT33 on 2008/11/01 20:29:47
Adjust the texture brightness using your graphics cards setup menu.
In WC1.6 hardware acceleration is B00rked from my experience. Use Software
In WC3.3 hardware acceleration is fucked up. It works, you need it, but there is no option for adjusting the texture brightness, which is something that WC1.6 does have with its old slow shitty software renderer.
I use 3.3 for many much debated advantages, I like it and im comfortable with it, but I have had to play around with the settings on my graphics card (Nvidia Controll Center) to get a good brightness/contrast in Worldcraft. I mean how do you have your graphics card set up?
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