need help ASAP
Remmiz 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
kizzycocoa wrote:
ah well, worth a try :3
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.
reepblue 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.
kizzycocoa 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 Brushes
And whatever you come apon later in the future. Read about them, try them, and do more researching.
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.
reepblue 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
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 
Sorry for unclear instructions I'm being lazy and telling you from the top of my head
kizzycocoa 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
mazk1985 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.
HMW wrote:
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.
Cheers dude. Thats a hell of alot better than how I put it lol 
kizzycocoa wrote:
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
What are your PC's specs?
geekofalltrades wrote:
What are your PC's specs?
it's a laptop (I know. rubbish
)
compiling now.
kizzycocoa wrote:
it's a laptop (I know. rubbish)
3 obvious problems
Problem #1 Its a Labtop, get yourself a desktop.
Problem #2 Its a Dell.
Problem #3 Thanks for your Product ID. (Might be nothing, might be something. I got XP so I don't know or care.)
reepblue wrote:
3 obvious problemsProblem #1 Its a Labtop, get yourself a desktop.
Problem #2 Its a Dell.
Problem #3 Thanks for your Product ID. (Might be nothing, might be something. I got XP so I don't know or care.)
I thought dell was one of the best laptop makes you can get 
hanging_rope wrote:
You probably can't speed it up, like other people said. I'm lucky enough to own a computer where I can play games at 8XMSAA
Just got me one of those. The map I'm working on used to take 25-30 mins to compile at final HDR settings. Now it takes like 4-6 mins. Gotta love quad core 
Remmiz wrote:
Real men (and women) use VMPI
VMPI?
searches
Valve Message Passing Interface?
and how do I get that? 