EvilJedi Posted May 5, 2004 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.
wedge2211 Posted May 5, 2004 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.
WadeV1589 Posted May 5, 2004 Posted May 5, 2004 Also if it's the vis stage taking a while you need to be detailing.
EvilJedi Posted May 6, 2004 Author 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.
wedge2211 Posted May 6, 2004 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.
EvilJedi Posted May 6, 2004 Author Posted May 6, 2004 oh ok i get it now thanks Everything works now thanks a ****
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