The Three.vmf
Quote from NunamedDragon on January 11, 2011, 3:58 amA map that was originally part of the october 10 mapping contest, but due to errors could not be finished and is currently unfinished, fell free to use ideas but not exact copies
Content used< EP2 props, venator92's Portal 2 Textures and Tophattwaffle's Water Source Texture Pack (located at http://www.tophattwaffle.com/wp-content ... erials.zip) >
Any question Conntact Me at nunameddragon@live.com.au
File Name: The Three.rar
File Size: 4.32 MiB
Click here to download The Three.vmf
A map that was originally part of the october 10 mapping contest, but due to errors could not be finished and is currently unfinished, fell free to use ideas but not exact copies
Content used< EP2 props, venator92's Portal 2 Textures and Tophattwaffle's Water Source Texture Pack (located at http://www.tophattwaffle.com/wp-content ... erials.zip) >
Any question Conntact Me at nunameddragon@live.com.au
File Name: The Three.rar
File Size: 4.32 MiB
Click here to download The Three.vmf
Quote from Motanum on January 11, 2011, 10:46 amSoo, I downloaded and well, all I see is a vmf and some pictures?
We need to compile the map for ourselves? or what? What about your portal 2 textures? What if I dont have all of them?
So far I think you should have just compiled and pack rat some of the files we need, at least. Sorry dude, but yeah :p
Now I am going to instal the vmf and well, compile it
Soo, I downloaded and well, all I see is a vmf and some pictures?
We need to compile the map for ourselves? or what? What about your portal 2 textures? What if I dont have all of them?
So far I think you should have just compiled and pack rat some of the files we need, at least. Sorry dude, but yeah :p
Now I am going to instal the vmf and well, compile it
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB
Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Quote from NunamedDragon on January 11, 2011, 12:04 pmwell it's broken and is more of a educational tool rather than a playable map
well it's broken and is more of a educational tool rather than a playable map
Quote from NunamedDragon on January 11, 2011, 1:05 pmgood luck compiling it as it will not work...
good luck compiling it as it will not work...
Quote from Groxkiller585 on January 11, 2011, 4:28 pmWell I just tried compiling. First off missing tophatwaffle's textures and I haven't installed the P2 collab replacement texture pack, but apart from that all seems normal, with the exeption is is taking YEARS to compile, none of my maps, both released, in the works and abandoned, have taken this long.
Will get back to you when it is finished.
Well I just tried compiling. First off missing tophatwaffle's textures and I haven't installed the P2 collab replacement texture pack, but apart from that all seems normal, with the exeption is is taking YEARS to compile, none of my maps, both released, in the works and abandoned, have taken this long.
Will get back to you when it is finished.
Quote from King Of Sandvich on January 11, 2011, 5:29 pmSame thing here. The compile took forever, but it did work, lighting and all. There are a lot of dark parts, lots of textures are missing, and portals don't mix with reflective water. Otherwise, the map loads and is playable.
I guess the problem is with your VRAD...
Same thing here. The compile took forever, but it did work, lighting and all. There are a lot of dark parts, lots of textures are missing, and portals don't mix with reflective water. Otherwise, the map loads and is playable.
I guess the problem is with your VRAD...
Quote from msleeper on January 11, 2011, 5:30 pmPost the compile log (in code tags, please) so we can try and figure out what the problem is. I will bet a buffalo dollar that it is not optimized at all and vvis is taking eternity.
Post the compile log (in code tags, please) so we can try and figure out what the problem is. I will bet a buffalo dollar that it is not optimized at all and vvis is taking eternity.
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Quote from Groxkiller585 on January 11, 2011, 5:52 pmWell, shortly after posting my post I had a serious crash failure: First steam lagged horribly, then my desktop lagged horribly, then EVERYTHING lagged horribly, THEN everything began to crash and finally the system crashed and I had to do a system recovery.
In other news, despite the crash hammer did it's job, BSP worked fine, though it lagged alot. (How it made a BSP when it crashed it beyond me...)
EDIT: VRAD is likely the culprit as well as VVIS, it was doing light bumps that were huge (over 100,000) versus the normal highest (about 1,000 for a pure white texture with $reflectivity at [10 10 10]) The reason for these is likely from VVIS problems since VVIS goes before VRAD.
VVIS's problem is you did NOT add func_visclusters, I could not find any in the VMF file. Add these to significantly help with VVIS lag!
Also, a side note, from now on, make any transparent textured brushes (Observ. windows, Glass brushes in the chambers, etc.) Func_brushes so they are compiled correctly. Without it you get "model clipping" as seen in one of your screenshots in the map.
Well, shortly after posting my post I had a serious crash failure: First steam lagged horribly, then my desktop lagged horribly, then EVERYTHING lagged horribly, THEN everything began to crash and finally the system crashed and I had to do a system recovery.
In other news, despite the crash hammer did it's job, BSP worked fine, though it lagged alot. (How it made a BSP when it crashed it beyond me...)
EDIT: VRAD is likely the culprit as well as VVIS, it was doing light bumps that were huge (over 100,000) versus the normal highest (about 1,000 for a pure white texture with $reflectivity at [10 10 10]) The reason for these is likely from VVIS problems since VVIS goes before VRAD.
VVIS's problem is you did NOT add func_visclusters, I could not find any in the VMF file. Add these to significantly help with VVIS lag!
Also, a side note, from now on, make any transparent textured brushes (Observ. windows, Glass brushes in the chambers, etc.) Func_brushes so they are compiled correctly. Without it you get "model clipping" as seen in one of your screenshots in the map.