EvilJedi Posted May 5, 2004 Share Posted May 5, 2004 Ok, I am not a very good mapper but it takes 6000 seconds for my map to compile, and it has 6 rooms with a lot in it. I use full compile even when I test, what should I use instead to have this take less 'cause im sick of the 1h30mins of compile just for a freakin test. Other problem: My sky shaders don't work, I put them on a brush far away from my map (which I think is what I am supposed to do) and they still don't work, What exacly are the sky shaders supposed to do? Last problem: How do you make one way windows? I put a glass brush in and cover the side I dont want the players to see through and it gives me a leak. Link to comment Share on other sites More sharing options...
wedge2211 Posted May 5, 2004 Share Posted May 5, 2004 You are using q3map2, yes? Make sure you have the -fast switch on the LIGHT stage. Also, check your compile log for suspicious errors and warnings. As for the skies...read this over. You made a common beginner mistake...only put sky shaders on brushes right outside windows or bordering with the main map--do NOT built a large box around your map. Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 5, 2004 Share Posted May 5, 2004 Also if it's the vis stage taking a while you need to be detailing. Link to comment Share on other sites More sharing options...
EvilJedi Posted May 6, 2004 Author Share Posted May 6, 2004 Originally posted by wedge2211 You are using q3map2, yes? Make sure you have the -fast switch on the LIGHT stage. Also, check your compile log for suspicious errors and warnings. As for the skies...read this over. You made a common beginner mistake...only put sky shaders on brushes right outside windows or bordering with the main map--do NOT built a large box around your map. I'm using GTK radiant I don't put the 6 brushes around my map, I know I shouldn't do this, what I am doing is putting a 1X1X1 grid unit brush in a random spot outside my map in the void, or should I put it right behind a window to get the shader to work? Thanks for your help anyway. Link to comment Share on other sites More sharing options...
wedge2211 Posted May 6, 2004 Share Posted May 6, 2004 After you build your window, make a brush "plug" that exactly fits the window. Texture the inward-facing part of the brush with the sky shader. This brush will act solid, but you will see a sky drawn infinitely far away. Link to comment Share on other sites More sharing options...
EvilJedi Posted May 6, 2004 Author Share Posted May 6, 2004 oh ok i get it now thanks Everything works now thanks a **** Link to comment Share on other sites More sharing options...
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