Upcoming : Xmap


(thegnat) #21

I understand that YOU find my post silly. You just don’t want to understand what its all about.

And TBH my English isnt that perfect too, but the explanations/solutions are written in “easy” english.


(cementoske) #22

yea look m8 I don’t want us to become enemies so sorry for any bad reactions of me.

Added today :

  • Spawn sounds for allies and axis
  • A new big part, witch rocket platform.

Screenies will follow later.


(cementoske) #23

I did some lightning tests today, and it looked very much like the RTCW Xlabs !! I can’t show you guys any screenies tough , because the BSP process wass a (single test) - light

-vis still doesn’t work, I also tryed some HINT brushing but it isn’t very easy !


(eRRoLfLyNN) #24

You really need to make a lot of brushes in your map detail, before you go any further. Your whole map must be structural brushes at the minute, which is very very bad. It’s the reason you can’t vis compile. You should really read the link Shaderman gave you:
http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml

If you don’t you are wasting your time continuing with making this map. And that is a fact.


(Ifurita) #25

Hints are used to fine tune vis. If all of your brushes are structural, then you have much more significant problems beyond what hinting is going to fix. I suggest that you start learning the difference between detail and structural brushes - go to the link that Shaderman posted. It’s a great start


(cementoske) #26

i readed somewhere that the vis can be to big , I also saw somewhere that you can get this problem because of copying a model and turning it :s very strange
And about structural brushes : I also saw somwhere that the prob can be fixed by making everything detail :s but that doesn’t work.
Can the problem also be : NOT CAULKED enough?

eRRoLfLyNN
do you have msn?

damn, learning how to use hint brush and detail brush is realy difficult :expressionless:


(Ifurita) #27

LOL, does this mean that Xmap isn’t 85% done?


(thegnat) #28

85% brushes decompiled by q3map2. I’m sure its the meaning. :eek2:


(cementoske) #29

nein, we had to place 50 % of the brushes, clean much, texture everything .
Converting RTCW maps isn’t easy :stuck_out_tongue: When you decompile them, half of the brushes are missing , no caulk, no hint brushes , …


(thegnat) #30

I smell a lie here.


(chavo_one) #31

No he’s probably not lying. When you decompile maps compiled by q3map (<-notice the lack of the 2), the results are completely un-viewable in radiant, much less usable.


(thegnat) #32

Oh, ok. Then I must apologize. :nod:


(cementoske) #33

No problem thegnat

I tryed to hint brush, I think I understand it BUT I still get the MAP_MAX_VISIBILITY error while trying to compile… this realy is soo … ARG!!

and i discovered that it isn’t because of the caulk also, because i tryed to compile the map with -vis , and EVERYTHING WASS CAULK , and it didn’t work :s

guess i need someone to look at my map :s


(cementoske) #34

I don’t know how, but I managed to use a FINAL compile, ofcourse I didn’t add enough lights but i’ll took screenies from some places so you guys can see my map with lightning.

I took 6 NEW screenies for you guys and uploaded them to :

http://users.pandora.be/raspatat

I also heard that my spawn sounds and objective voices , map sounds work perfect.
The only thing I have to do now at the first part of the map it lightning a bit, texturing , and a little bit of caulking . + adding my generator.

In the 2nd part of the map (nobody saw it yet except me and Alfa :wink: ) there are some cool rooms and a rocketbase but I still have some work to do there.

More screenies will follow later this week .

Greetz , cementos


(cementoske) #35

How do you add self-made models to your map?

What do you have to do with your pk3 file and pak0.pk3 ??


(nUllSkillZ) #36

Don’t do anything with pak0.pk3.
Never.

If you add your models as “misc_model” they will get compiled into the bsp.
If you add your models as “misc_gamemodel” you have to add them to your MAPNAME.pk3.
With the corresponding path (something starting with “models/…”).

There are several posts that cover that theme.
So you could have been using the search also.


(cementoske) #37

Ah ok that wass the problem I added it as a misc_model

And I used the search but it was in a hurry i had to go drumming so i posted a post fast.

Tnx for the help :slight_smile: