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Post by twiggy on Aug 21, 2011 18:29:17 GMT
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Post by yaznee on Aug 21, 2011 18:36:57 GMT
Ewwww lol, This only happens when clipping the Nodraw texture? Try and refresh the SDK content?
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Post by Zeph on Aug 21, 2011 18:44:16 GMT
You could be making invalid structures. All brushes MUST be "convex". This means they cannot have any 'inner' angles, that's any corners pointing into the material.
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Post by twiggy on Aug 21, 2011 19:36:02 GMT
Thanks for the replies.
Zeph, I dont have any brushes like that. The only thing I used the clipping tool for was a triangle.
Is that a "no-no"? heh.
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Post by twiggy on Aug 21, 2011 19:46:50 GMT
Alright, I've tried Refreshing the cache, restarting steam, nothing works.
Also, it only happens in one part of my map... Weird.
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Post by yaznee on Aug 21, 2011 19:54:01 GMT
Rather than clipping then, use the Vertex Tool.
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Post by Zeph on Aug 21, 2011 21:01:52 GMT
The vertex tool can easily create concave brushes, be very careful with it. EG lifting one corner of a face, bends the face in half. Concave.
Try alt+P, does it give any errors?
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Post by twiggy on Aug 23, 2011 2:16:12 GMT
You know what?
I made this map twice so far... I'm gonna go ahead and make it a third time... Now that I've collected some really good info. Thanks.
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Post by Zeph on Aug 23, 2011 7:35:34 GMT
If you want, pass it by me every major addition and i can check it through for optimisation as you go along.
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Post by twiggy on Aug 23, 2011 12:38:55 GMT
Sure, that would be awesome.
In fact, Im going to draw up a blueprint of what it will look like - the issue is that I'm mapping with ~*realism~* in mind instead of optimization.
Also, check your PMs ;-)
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Post by Zeph on Aug 23, 2011 22:06:43 GMT
not quite sure what you want me to do with this? I dont see any clipping errors.
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Post by twiggy on Aug 23, 2011 23:46:14 GMT
Were there any obvious errors with brushwork that an experienced mapper would spot instantly? I sent it to you so you could possibly guide me into what to do and what not to do. Any suggestions would be helpful. I know I need to make the "streets/roads" about three buildings long ONLY. The buildings you cannot enter func_detail and stretch the Skybox behind them down to a world brush (the sidewalk/street) to seal them from the void. But yeah, any advice or tips when making big outdoor maps like that would be REALLY helpful. Did I use the hints correctly? :3
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Post by Zeph on Aug 24, 2011 10:13:24 GMT
There were a few minor things, like your arch work (see this or specifically this), some func_detailing needs adding, and some that needs changing. Your street can be as long as you like, there is no limit to number of buildings. Never make a whole building func_detail! func_detail is for details only (the clue is in the name), not large geometries. You want the building and its interior walls to be world geometry, but everything inside the rooms to be func_detail. When you hide func_details, you should be left with simple square buildings and empty square rooms. Making a wall a func_detail means everything will be rendered behind it, which the player won't be able to see. Your skybox should be tight to the back of the buildings, and covering the back of the alleyways between them. Again, not tricky. Hints are really something you shouldn't need to do unless you really understand them. Usually when i receive a map, the first thing i do is delete them all (i haven't with yours). You need to really test each Hint texture as you make it both before and after to see if it really makes an improvement. First compile and don't run the game. Load the portal (not point) file, see what VisLeafs are made. Then, see it in game and see what is rendered behind walls by using mat_wireframe 3. Then make your hint texture. Check the portal file, you should see an improvement in visleafs, and then check in game, you shouldn't see things behind walls. See [url=http://www.youtube.com/watch?v=Ne59X-e-R9Y[/url] and this.
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Post by twiggy on Aug 24, 2011 12:01:27 GMT
Thank you for the feed back! I'm also getting this problem: www.ubermicro.proboards.com/index.cgi?board=main&action=display&thread=2634When I'm at the far end of the street and look all the way to the other side, I get that "Too many vertex format changes in frame, whole world not rendered" in red in console. That error is making think that my street is too long. Again, thanks for the feedback!
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Post by Zeph on Aug 24, 2011 12:04:47 GMT
Fog? Area_Portal_Windows?
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