Still the same problem


(Mateos) #21

It seems to be loading 20 times the shaderlist.txt, and this file have some lines pointing to non-existing files.

You should run a brush cleanup (the icon on the left with two blue and green arrows), it should fix the node without volume thingy.
See: http://forums.warchest.com/showthread.php/38898-node-without-volume?p=486525&viewfull=1#post486525

The file with the related shader is in your shaderlist.txt and is found, so that’s OK.

So, after all that advice, another big issue:

WARNING: Over 90 percent structural map detected. Compile time may be adversely affected.
[…]
1367 tiny portals

There’s two kind of brushes: structural (default) and detail; You must learn that to map efficiently:
http://www.pythononline.co.uk/et/tutorial18.htm

But don’t look at 2Bit examples, they’re bad; Download the vanilla maps sources and see how it should be done :slight_smile:

Be sure your map is closed (sourrounded by a structural hull); There should never be a hole leading to the void, or the compilation will not complete and a MAP LEAK message will appear, and a red line in your map will be drawn in the 2D view, from the entity from which the visibility calculation starts to the leak spot.


(nAb.Death) #22

[QUOTE=Mateos;493952]It seems to be loading 20 times the shaderlist.txt, and this file have some lines pointing to non-existing files.

You should run a brush cleanup (the icon on the left with two blue and green arrows), it should fix the node without volume thingy.
See: http://forums.warchest.com/showthread.php/38898-node-without-volume?p=486525&viewfull=1#post486525

The file with the related shader is in your shaderlist.txt and is found, so that’s OK.

So, after all that advice, another big issue:

There’s two kind of brushes: structural (default) and detail; You must learn that to map efficiently:
http://www.pythononline.co.uk/et/tutorial18.htm

But don’t look at 2Bit examples, they’re bad; Download the vanilla maps sources and see how it should be done :slight_smile:

Be sure your map is closed (sourrounded by a structural hull); There should never be a hole leading to the void, or the compilation will not complete and a MAP LEAK message will appear, and a red line in your map will be drawn in the 2D view, from the entity from which the visibility calculation starts to the leak spot.[/QUOTE]

i ran the brush clean up and it selected a couple of brushes… do i need to delete those or what?

anyway thunder_13th asked me to send him the map and script file so he can take a look at it. So im going to wait untill he replies and maybe tells me if he figured something out.


#23

they are fixed if the are selected? just deselect them :wink:


(twt_thunder) #24

just press ESC… and you’re done…

I found your fault. Here is what you do:

load your map

press L
this will bring up a entity list. select one by one these:
all func_breakable (no such thing in ET)
you have a props_skyportal. REMOVE it and your sky is there.

And you have a HUGE job in front of you… You have way to much structural brushes (over 90%).
ALL terrain and all your mountainsides should be detail brushes, all small things like fences,stairs,tables… and and should also be detail brushes.
I will upload a working map to you but the way I did it now isnt really the way to do it. I loaded your map as prefab and made all detail.
Then created a box around your map because your map also was leaking.
you should probably do a complete final compile and check your fps… You might need to do some of your walls on building structural.
Before you use the map I have done now, be sure to backup your old map somewhere in case there is something that wont work with this way.
Also last note. when you create doors, ALWAYS doorframe detail or they will leak…
I will very soon send you map back via pm.

BTW map looks interresting, post some shots with textures on :smiley:


(nAb.Death) #25

[QUOTE=thunder_13th;493977]just press ESC… and you’re done…

I found your fault. Here is what you do:

load your map

press L
this will bring up a entity list. select one by one these:
all func_breakable (no such thing in ET)
you have a props_skyportal. REMOVE it and your sky is there.

And you have a HUGE job in front of you… You have way to much structural brushes (over 90%).
ALL terrain and all your mountainsides should be detail brushes, all small things like fences,stairs,tables… and and should also be detail brushes.
I will upload a working map to you but the way I did it now isnt really the way to do it. I loaded your map as prefab and made all detail.
Then created a box around your map because your map also was leaking.
you should probably do a complete final compile and check your fps… You might need to do some of your walls on building structural.
Before you use the map I have done now, be sure to backup your old map somewhere in case there is something that wont work with this way.
Also last note. when you create doors, ALWAYS doorframe detail or they will leak…
I will very soon send you map back via pm.

BTW map looks interresting, post some shots with textures on :D[/QUOTE]

Your map is working… I mean the sky is there, but there is one thing… When you press L to open limbo menu… you dont see the spawnpoints and other objectives like constructions and deconstructions. You can’t choose your spawn and things like that.


(twt_thunder) #26

ok then do as I said first, press L and select and remove the sky_portal the sky will work then. and that othere entity that isnt even in the game list.
Then go select all terrain and mountain and make it detail or else the bsp process on -vis vil be wild.

you should also select all smaller things as detail but not spawn and all. I said what I did wasnt the wisest thing to do…

you should really read thru 2 bit tutorial point by point to learn a bit of all things


(Mateos) #27

Don’t forget to set the map coordinates in the worldspawn: mapcoordsmins & mapcoordsmaxs
See: http://games.chruker.dk/enemy_territory/entities.php?action=show_entity&entity_name=worldspawn


(nAb.Death) #28

[QUOTE=thunder_13th;493977]just press ESC… and you’re done…
BTW map looks interresting, post some shots with textures on :D[/QUOTE]











(nAb.Death) #29











(nAb.Death) #30


pictures are taken with default etconfig so you can see how map looks like to most of the pub players, im a etpro player so with my config map would look weird to you guys haha :slight_smile: And sorry for 3 posts in a row, it only allows 5 images per post


(twt_thunder) #31

looking cool :smiley:


(.Chris.) #32

Is the joke porn really necessary?


(nAb.Death) #33

the community im making this map for told me to replace them aswell, so now it looks like this:



(twt_thunder) #34


(stealth6) #35

I kept thinking who is Fia? Fia? till I saw “Fearless Assassins”. Maybe you should make the references a little more subtle lol. I thought it had something to do with the story of the map.

Map would look better with the roof texture from Radar imo. Also if you make the terrain textures blend it would probably look way better for little effort and are you missing the light compile (and vis)? This looks like only BSP meta compile.


(nAb.Death) #36

yep, it is :slight_smile:


#37

Try the full compile

Meta
Vis
Light

Add ambient light!

Ambient 30
_color 1.0 0.9 0.8


(KeMoN) #38

Ambient 30?? With that setting you can save the time for a light-compile and make it a BSP meta anyway.
Battery has ambient at 12 and already there you don’t really see any major light/shadow effects.
If you want your map to have at least some atmosphere, don’t go higher than ambient 10


#39

[QUOTE=KeMoN;494371]Ambient 30?? With that setting you can save the time for a light-compile and make it a BSP meta anyway.
Battery has ambient at 12 and already there you don’t really see any major light/shadow effects.
If you want your map to have at least some atmosphere, don’t go higher than ambient 10[/QUOTE]

okey we understand

I gonna shut up and not tell him (or anyone else) about good stuff

GREAT SORRY TO ALL, I think I will start to do something other than this s h i t
always complaining, I DID AT LEAST TOLD THAT AMBIENT EXISTED! even if I didnt really remember the right values baby!!!

(In fact, I started to use ambient 7 weeks ago)
bye community!!! BYE!!!

(the interesting point is that in my map I think I use 18 and it feels very dark ???)

thunder told me about ambient… to use 18 in a NIGHT map ((NIGHT=when the sun is down and the moon up)) and it works fine

use 15 then ///problem sold :smiley:

EDIT: I adjusted it; 15 however


#40

[QUOTE=KeMoN;494371]Ambient 30?? With that setting you can save the time for a light-compile and make it a BSP meta anyway.
Battery has ambient at 12 and already there you don’t really see any major light/shadow effects.
If you want your map to have at least some atmosphere, don’t go higher than ambient 10[/QUOTE]

sorry then…

but I think 15 is a good value… still think

becouse if you go to dark ugly shadows will appear :confused:

I use 15 in a NIGHT map :slight_smile: no problem, looks good :slight_smile: --> http://www.thewolfteam.org/download.php?view.83 <–have a look

Ive not touch a worldspawn key since the beginning of march (if you wanna know)

and KeMoN: (^.^) mjau!

EDIT:
wait what is ambient???

well ambient is a background light in maps

if you add ambient you will need a _color

1go to worldspawn in the entity window:

2make a new key called ambient

3give it value 15

4make a new key called _color

5give it rgb value

<red><green><blue>

like this

1.00 0.95 0.90

or:

0.80 0.90 1.00

like this:

ambient 15
_color 1.0 1.0 0.9

SMILE!!!