Total commander


(Mateos) #21

Anyway it repacks like if you were dropping it in any program inside the compressed file?


(-SSF-Sage) #22

Honestly… One thing I really don’t understand. Why do you pack your map so often? It is only required if you test it with other players. I pack my maps once in a month or less. You can test locally with having all the files in folders. It takes me 2 clicks to compile and 2 clicks to test.


(Mateos) #23

With sv_pure 0 locally you can directly test your map with /devmap bspname as well :slight_smile: And even add -devmap bspname in a shortcut for a direct load :slight_smile:


#24

I compile them and test them in ET (enemy terrytory) and ET use a pk3file,
do you use a testprogram? or do you use external bsps in ET? ?!?!
I compile often becuse debugging 2m x 2m is funnier than debugging 300m x 300m + 6 objectives. when I say debugging I mean: some brushes became invisible if you turn them. and I turn them often in terrain, if I not use brushprimitives. but I’ve wonder about that, even if I use csg-tool are some, a few brushes become invisible on one side…
what is that?


(stealth6) #25

If you create a folder “maps” in etmain and put your bsp files in there (and map files) then you don’t need to make a pk3 file to test it. Just use “/sv_pure 0” and then “/devmap <bspname>”

Brushes turning invisible at random sounds like a bug, unless you’re using the clipper tool and have changed the preference to apply caulk to clipped faces.
Other causes may be when you are dragging vertices you drag another vertice off the grid, this has caused problems for me in the past (now I prefer to use clipper tool)
Or it could just be a bug in radiant. Which version are you using?


(.Chris.) #26

Do you mean rotating brushes? This will cause all sorts of problems, best not to rotate brushes but rather clip them to the shape you want.


(Mateos) #27

I think he isn’t even reading >.>


#28

Yes, but if you avoid z fighting are the problems smaller, and huge brushprimitives (and small) have the same problems sometimes… so I compile the map one time per hour and look :wink:


(ETJump-Zero) #29

How about READING the actual messages. Multiple people stated that you do not need to pack the .bsp to play a map.


#30

Mmmm yes but hm I reading, yes I know now and thank you. /sv_pure 0 + /devmap bspname
I find it smart :slight_smile: and even if I reading or not reading am i not sitting hour after hour behind the computer, i wrote this with my phone. So im not test things a second or two after a look at the forum;) but yes ok i probably read like a silly fish or something, i’ll do better;)
Tc still works, and shaders must be there and textures here and a script there -Im not use tc as a zip tool i use it as a file sorting and placing tool, but yes it also works like a zip program, huuh, I think this tread is to long if we talk about zipping… so, lets say: tc is great, /sv_pure 0 is greater. :slight_smile: