because they have bad shaders. use misc_model_static instead
btw… 15000 brushes was just a random number I made. I doubt you really tried 15000 and then 14999 in a map. :o
I don’t know what you were trying to prove by saying that but, —> lol.
because they have bad shaders. use misc_model_static instead
btw… 15000 brushes was just a random number I made. I doubt you really tried 15000 and then 14999 in a map. :o
I don’t know what you were trying to prove by saying that but, —> lol.
well, to be honest, i had passed 15000 bruses,
after you sayed it i removed some stuff, till i had like 14999 and it really did work 
misc_model_static…
i really dont get it anymore
what is the best way for deco models, and why ?
wich one clips, wich one does not ?
edit
misc_model_static does not seem to work in gtk radiant
oops, thats not a ET entity. Sorry! anyway… NONE of them clip, you need to make your own clip brushes OR use spawnflags 6 but I don’t recommend that because it causes lag (lots more unneeded collision data). Just use misc_model and clip it manually with a clip brush. (use a physics clip that matches the material, though. they are in common folder also).
you can also try setting model2 key to another entity and seeing if that works. Also, what models are you using? The only ones I know that are kinda faulty is the ‘plants’ folder (not plants_sd, those work) and some of the items in ‘archeology’
or… make new map, put that model, add spawnflags 2, then decompile and ur clipping with become a brushwork…
for the rocks i use this:
_remap *;models/mapobjects/props_sd/snowrock_clip
this will auto make them clipped IF used as misc_model. (if useds as game_model it wont clip)
some rocks turn totally black, some dont, but all hav the exact same prop. this only happens when i use them as misc_gamemodel.
for the threes it is this tree i use:
models/mapobjects/trees_sd/tree_d.md3
have not set any other spawnflags or stuff to it.
also when i use this as misc_gamemodel, at some spots it turns totally black, some spots not.
can it have some to do with not using a lightgrid? i just use fueldump sky for lighting.
[QUOTE=dwe_flame;191231]for the rocks i use this:
_remap *;models/mapobjects/props_sd/snowrock_clip
this will auto make them clipped IF used as misc_model. (if useds as game_model it wont clip)
some rocks turn totally black, some dont, but all hav the exact same prop. this only happens when i use them as misc_gamemodel.
for the threes it is this tree i use:
models/mapobjects/trees_sd/tree_d.md3
have not set any other spawnflags or stuff to it.
also when i use this as misc_gamemodel, at some spots it turns totally black, some spots not.
can it have some to do with not using a lightgrid? i just use fueldump sky for lighting.[/QUOTE]
some extra info on my last post:
here a classic example of the error i get, some trees disappear, some other go totally black, and some just work fine.

the ingame screen

the same spot in gtk radiant.
not using a lightgrid, but fueldump sky + skybox 
the clip of the weapon wood clip is structural (could this be the dumbest error i have made, not making it detail ?)
info on the tees:
angle 50 depents for every tree ofc
classname misc_gamemodel
model models/mapobjects/trees_sd/tree_d.md3
modelscale 2.0 depents for every tree ofc
origin 3736.78 3253.81 60 depents for every tree ofc

transparent brushes are detail itself, no need to set them as detail anyway.
is the terrain detail?
Yesterday I got the same error.
The problem was a to big sound in the map :o
i may have fount what is causing this error.
the insertion point of the tree, is inside a structural brush. the terrain itself is detail,
yes indeed, but there is a “but” here
at some spots there is also a caulk structural, or in my “axis base” there is a normal flat surface structural.
this explains why it worked on some spots, and at some not.
now i have re-created it in a small test map, and indeed, it was the problem what caused maps to disappear.
the black trees i can not yet fully recreate.
i have attached this test.map in ths post.
here you can see tree nr 1 is working fine.
tree nr 2 is placed with the origin inside a structural brush
tree nr 3 is placed with the origin inside a small box.
fun thing about tree nuber 3 is, if you use noclip and go inside the small box, you see the tree is here, but stops at the structural brush.
mmm ok
this only fixed the problem with the disappearing trees.
the trees turning totally black is still a issue.
that error you got, hunk alloc failed,
is when ET has not enough memory available to load your map.
This does not include the sounds (for that error).
Wild guesses by me:
So if you delete a brush, it has less brushes
, and probably less lightmap.
Making the lightmap less detailed, will make the resulting lightmap smaller and also save some memory.
Smaller texture size, should also save memory…
Same for models…
/wild guesses
More info about this you can find if you search for com_hunkmegs .
i’ll try that.
[QUOTE=ailmanki;191254]that error you got, hunk alloc failed,
is when ET has not enough memory available to load your map.
This does not include the sounds (for that error).
Wild guesses by me:
So if you delete a brush, it has less brushes
, and probably less lightmap.
Making the lightmap less detailed, will make the resulting lightmap smaller and also save some memory.
Smaller texture size, should also save memory…
Same for models…
/wild guesses
More info about this you can find if you search for com_hunkmegs .[/QUOTE]
the hunk_alloc error was already fixed for now.
i have this error with trees turning totally black now.
but i didnt what to open a new topic on every error i get to prevent spamming the forum
but i cant change the title of this topic 
[b]

ingame

gtk radiant => detail turned ON

gtk radiant => detail turned OFF
[/b]
its driving me mad, i have no clue what may cause this.
:rolleyes:

Try this for a change. [Might sound silly]
Change the terrain texture from fueldump one to something else and then try again.
@Indy
“transparent brushes are detail itself, no need to set them as detail anyway.”
That is [might be] not correct, i remember reading somewhere on this forum that they will still be drawn without being set detail. If not mistaken.
[QUOTE=Pegazus;191260]Try this for a change. [Might sound silly]
Change the terrain texture from fueldump one to something else and then try again.
@Indy
“transparent brushes are detail itself, no need to set them as detail anyway.”
That is [might be] not correct, i remember reading somewhere on this forum that they will still be drawn without being set detail. If not mistaken.[/QUOTE]
this same thing happend to a tree at a different spot on the map, earlier on. because the map was not done yet, i just removed this tree. the terrain type here was different.
some other tree in the map that was black (from a earlier post here, has gotten back to normal the moment i removed a structural brush that was somewhere near this tree, but not touching the model at any point. also it was not blocking light as far as i could see of.
for this last tree in my latest post i tryed adding a but of fueldump_sky next to the insertion point, but this was not the solution, it was still black.
for the clip, i tried removing the clip, but this still results in the tree turning to black.
now i also tried to just move the three just a few grids up a bit in side view.
and what happened after compiling, it works again 
dont ask me why, or what, but it worked.
strange thing is, there is an was totally no structural brush near :rolleyes:
[QUOTE=ailmanki;191261]try instead of misc_gamemodel - misc_model
http://www.splashdamage.com/forums/showthread.php?p=25518[/QUOTE]
this is what i not want to do, because the misc_model asks more from the performance of the client, what will result in a bigger BSP (what is also explained within the link you posted)
because of the trees beeing mostly deco for the map, i rather have them as gamemodels, giving better performance to the map 
so making it to a model could be a solution, but only as a fix if there really is no other way :rolleyes:
wild guess 
another Idea, maybe load the portal file, and check if the black tree is somehow cut by a portal?