need help ASAP
Quote from kizzycocoa on April 17, 2009, 6:32 pmRemmiz wrote:Look at those giant ugly-ass triangles forming around the large central cylinder. That means carve.ah well, worth a try :3
but how else am I going to get a massive hollow tube inside the floor? XD
ah well, worth a try :3
but how else am I going to get a massive hollow tube inside the floor? XD
Quote from reepblue on April 17, 2009, 6:50 pmkizzycocoa wrote:ah well, worth a try :3
but how else am I going to get a massive hollow tube inside the floor? XDThe Clipping Tool. (The Icon with the slope.)
Your compiling time must take 6 hours cause your making Source work harder then it has to. Making sure that no brushes overlap and placing Hint, Skip burshes and area portals seem to help. Also, the Lightmapping of brushes make it take longer too. Make all unseen areas (Like were the Aperture_AI is.) and set the lightmapping to 64 or something higher and a number the power of 2.
but how else am I going to get a massive hollow tube inside the floor? XD
The Clipping Tool. (The Icon with the slope.)
Your compiling time must take 6 hours cause your making Source work harder then it has to. Making sure that no brushes overlap and placing Hint, Skip burshes and area portals seem to help. Also, the Lightmapping of brushes make it take longer too. Make all unseen areas (Like were the Aperture_AI is.) and set the lightmapping to 64 or something higher and a number the power of 2.
The more you give, the less appreciated it will be received.
Quote from kizzycocoa on April 17, 2009, 7:31 pmreepblue wrote:The Clipping Tool. (The Icon with the slope.)Your compiling time must take 6 hours cause your making Source work harder then it has to. Making sure that no brushes overlap and placing Hint, Skip burshes and area portals seem to help. Also, the Lightmapping of brushes make it take longer too. Make all unseen areas (Like were the Aperture_AI is.) and set the lightmapping to 64 or something higher and a number the power of 2.
done the first part, but for all the sense of the second, you might as well be speaking french :/
what do they do, and where do I place them?
I only know the basics.
Your compiling time must take 6 hours cause your making Source work harder then it has to. Making sure that no brushes overlap and placing Hint, Skip burshes and area portals seem to help. Also, the Lightmapping of brushes make it take longer too. Make all unseen areas (Like were the Aperture_AI is.) and set the lightmapping to 64 or something higher and a number the power of 2.
done the first part, but for all the sense of the second, you might as well be speaking french :/
what do they do, and where do I place them?
I only know the basics.
Quote from reepblue on April 17, 2009, 10:01 pmkizzycocoa wrote:done the first part, but for all the sense of the second, you might as well be speaking french :/
what do they do, and where do I place them?
I only know the basics.Vous ne connaissez les bases et vous faites mod? Tsk tsk.
Search:
Area Portals
Hint Brushes
Skip BrushesAnd whatever you come apon later in the future. Read about them, try them, and do more researching.
what do they do, and where do I place them?
I only know the basics.
Vous ne connaissez les bases et vous faites mod? Tsk tsk.
Search:
Area Portals
Hint Brushes
Skip Brushes
And whatever you come apon later in the future. Read about them, try them, and do more researching.
The more you give, the less appreciated it will be received.
Quote from dvlstx on April 17, 2009, 10:51 pmYou just had to speak french.
Anyway, I can understand why all this is going to hell real fast. Assuming you're new to mapping, it seems you're doing everything the way we used to: wrong. Just ask yourself if that huge tube NEEDS to be hollow. If it doesn't, just make it a solid+func_detail.
You just had to speak french.
Anyway, I can understand why all this is going to hell real fast. Assuming you're new to mapping, it seems you're doing everything the way we used to: wrong. Just ask yourself if that huge tube NEEDS to be hollow. If it doesn't, just make it a solid+func_detail.
Quote from kizzycocoa on April 18, 2009, 10:29 amreepblue wrote:Vous ne connaissez les bases et vous faites mod? Tsk tsk.Search:
Area Portals
Hint Brushes
Skip BrushesAnd whatever you come apon later in the future. Read about them, try them, and do more researching.
ok. thanks
dvlstx wrote:You just had to speak french.Anyway, I can understand why all this is going to hell real fast. Assuming you're new to mapping, it seems you're doing everything the way we used to: wrong. Just ask yourself if that huge tube NEEDS to be hollow. If it doesn't, just make it a solid+func_detail.
yes, it will.
mainly for the decoration inside and a certain other "mode" we're making :3
Search:
Area Portals
Hint Brushes
Skip Brushes
And whatever you come apon later in the future. Read about them, try them, and do more researching.
ok. thanks
Anyway, I can understand why all this is going to hell real fast. Assuming you're new to mapping, it seems you're doing everything the way we used to: wrong. Just ask yourself if that huge tube NEEDS to be hollow. If it doesn't, just make it a solid+func_detail.
yes, it will.
mainly for the decoration inside and a certain other "mode" we're making :3
Quote from kizzycocoa on April 30, 2009, 11:28 amI made that thread because no problems had been solved, and I feel that locking it was not helpful at all as we have scrapped this map and made a new one, yet still nothing.
ok >.> to clarify:
we HAVE done all optimisation tequniques.
we HAVE cut down on size
we HAVE changed from carve floors to non-carve floors
we have tried EVERYTHING that we know of. we have made an entirely new model. if anything, the compile time is SLOWER.
so, any advice? because we are nearly at the point where we have to scrap this whole idea, and it would be an AMAZING map to put in
I made that thread because no problems had been solved, and I feel that locking it was not helpful at all as we have scrapped this map and made a new one, yet still nothing.
ok >.> to clarify:
we HAVE done all optimisation tequniques.
we HAVE cut down on size
we HAVE changed from carve floors to non-carve floors
we have tried EVERYTHING that we know of. we have made an entirely new model. if anything, the compile time is SLOWER.
so, any advice? because we are nearly at the point where we have to scrap this whole idea, and it would be an AMAZING map to put in
Quote from mazk1985 on April 30, 2009, 9:21 pmAfter running the compile go into hammer and post a few pictures of your bsp leafs. Cant remember which tab at the top of hammer you'll need but you'll need to find load portalfile or something. After loading that your 3d view should be covered in blue or red boxes. If you can could you post a few pictures of these so we can get a rough idea of where the problem is.
Sorry for unclear instructions I'm being lazy and telling you from the top of my head
After running the compile go into hammer and post a few pictures of your bsp leafs. Cant remember which tab at the top of hammer you'll need but you'll need to find load portalfile or something. After loading that your 3d view should be covered in blue or red boxes. If you can could you post a few pictures of these so we can get a rough idea of where the problem is.
Sorry for unclear instructions I'm being lazy and telling you from the top of my head
Quote from reepblue on April 30, 2009, 10:17 pmkizzycocoa wrote:we have tried EVERYTHING that we know of. we have made an entirely new model. if anything, the compile time is SLOWER.Get a better PC. . .
I use to compile on a piece of crap PC it took 10 minutes to compile a 6 brush room. My current PC can compile that in about 3 seconds. Your computer has a part on how fast the compile time is too. Some computes can do better then mine but I really don't make big maps all that much so I'm happy with my specs. (Besides my graphics card.)
In the end, a fast computer and hint and skip brushes (+ More) means faster compiling times
Get a better PC. . .
I use to compile on a piece of crap PC it took 10 minutes to compile a 6 brush room. My current PC can compile that in about 3 seconds. Your computer has a part on how fast the compile time is too. Some computes can do better then mine but I really don't make big maps all that much so I'm happy with my specs. (Besides my graphics card.)
In the end, a fast computer and hint and skip brushes (+ More) means faster compiling times
The more you give, the less appreciated it will be received.
Quote from HMW on May 1, 2009, 9:41 ammazk1985 wrote:After running the compile go into hammer and post a few pictures of your bsp leafs. [...]You need to run BSP and VIS for the information to be current. (No need to run RAD.)
After that, in the menu bar, select "Map", then "Load Portal File". Click "Yes" at the prompt.
Post some pictures of the 3D view with that turned on.
You need to run BSP and VIS for the information to be current. (No need to run RAD.)
After that, in the menu bar, select "Map", then "Load Portal File". Click "Yes" at the prompt.
Post some pictures of the 3D view with that turned on.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic