compile crashing


(Qualmi) #21

with skybox i mean the brushes which touch the void. better dont skip that :slight_smile: it will give you an error like i said. what happens is that the enginge would see the void, which is, dunno, sth not defined :confused:

at least it is 00 <—should be an infimum sign :smiley:


(blizzard) #22

ok i’m going to try out now about a couple of minutes i tell if it’s done
I think i choose the right time to go on the forum alot people are online and the more people how quicker the problem is fixed :smiley:

(don’t pay attention on my engelish plz)


(aaa3) #23

not exactly line of sight, thats why its hard to explain. it might or might not block the line of sight of the engine but never the line of sight of the player. (1 str brush will never block the l.o.s. of the engine either, only multiple brushes made in a special way) also, i think to such a question (whts diff str vs det) nobody deserves a posted answer, he should be either able to search the forum, and read hte tutorials (maybe some1 wanna give him the links to the python, nib, spog-technical etc ones?), or either be stop mapping.

oh, and “evrythng det is tht ok?” , yes its ok for a beginner mapper. certainly much better than evrythnig str - and by default everythnig is str.
best method if you are not planning and making the strs “on the fly”, is to make everythnig in default, and righgt befor ecompile sleect everythnig (press esc many times, then press i), and press ctrl+m which will make them detail.
by making everything detail you speed up your bsp and vis compile very much, compared to letting everything default (=str).


(blizzard) #24

ok the compile worked my map is done i only need to make some walls structural
thx everyone
i didn’t made it without splash damage