News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
 
the map have many leaks i saw many of then when i beta!

Madfox u must fix then all... 
Wad Repository 
??? 
MadFox 
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 
And/or newest version of Wally?
Thanks 
Oh 
Haha, shit. 
 
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... 
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 
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 
I thought the corridor blocking was standard practice, but I remember now I learned it from HL1 and Q2. 
Drew 
http://www.quaddicted.com/wads/
Great to see you GOing to MAP! 
Maybe... 
.. it is time to open a Best Mapping Method Thread :P 
Well 
are there people who want to test a fastvised map, or is it against the rule to publish a not best vised map? 
MadFox 
For beta testing: I always send fastvised map.. fullvis is for final release ;) 
 
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 
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 
Please send 
Madfox 
my email in my profile, u can send it to me if you wish (send it with a pointfile) 
On 
its way. 
 
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 
furthermore, I'm currently unable to apply textures... what the fuck? 
Turn Off 
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 
 
Not Being Able To Select Brushes 
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. 
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? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.