__CKY__ Posted July 23, 2002 Posted July 23, 2002 i got post 100 bum bum bum bum bumj bah lol sorry had to do it
Eagle_e7 Posted July 23, 2002 Posted July 23, 2002 Heres what the q3a error messages page says about sv_setbrushmodel: NULL ========================================== The map has some brush ents which are only one unit thick (paper thin). I'm not sure what the minimum thickness is supposed to be, but it apparently needs to be thicker than one unit. You may also get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush. ========================================== Also did you compile with gtk? Theres no problem with compiling with gtk it's just that i'm sure i remember getting this or a similar error after compiling with it. I could be mistaken though:) Just a couple of things for you to try out:)
Wes Marrakesh Posted July 23, 2002 Author Posted July 23, 2002 I compiled in JK2Radiant.... how much of my map is supposed to be detail becasue i keep getting errors in the log about areaportals not touching two areas even though they are in a doorway, is it becase the walls are detail? alos, put areaportals inside my elevator holes...
Eagle_e7 Posted July 24, 2002 Posted July 24, 2002 Originally posted by Wes Marrakesh I compiled in JK2Radiant.... how much of my map is supposed to be detail becasue i keep getting errors in the log about areaportals not touching two areas even though they are in a doorway, is it becase the walls are detail? alos, put areaportals inside my elevator holes... Yes it's probebly because the walls are detail. A good way to think of area portals is like this... Imagine that the area portals emit a deadly fog, but the rooms that you're trying to put the deadly fog in must be air tight otherwise the fog will escape. Imagine things that are detail to be full of holes, so they dont stop the fog from escapeing. You have to make the room that you want to be area portled completely airtight so the fog wont escape. So basically all you need to do is make the actual walls floors and ceilings structural to prevent the fog from escapeing. One more thing worth mentioning is that glass does not block the fog either, so if your glass is going out into a huge skybox which has other rooms with glass, your fog is going to leak into all those other rooms if you know what i mean:)
Wes Marrakesh Posted July 24, 2002 Author Posted July 24, 2002 ok... so i need to put areaportals in my many windows, too? don't want that deadly gas to kill alll of Coruscant, do we?
Eagle_e7 Posted July 24, 2002 Posted July 24, 2002 Heheh:lol: The problem is though, as far as i know you cannot area portal windows:( So if you have glass which leads out to glass in other rooms i'm afraid as far as i know theres no way to area portal:(
Wes Marrakesh Posted July 25, 2002 Author Posted July 25, 2002 BUMP! Why not eagle? Used brush purge, compiling...
Eagle_e7 Posted July 25, 2002 Posted July 25, 2002 Iv'e never really tried it before so im not sure if it does actually work. But think of it this way.... Imagine that the only areas of the level that are visible are the areas filled with deadly gas. So if the glass did block the gas anything behind the glass would not be visilble so you would get a kind of a void thing going on behind the window:D
Wes Marrakesh Posted July 25, 2002 Author Posted July 25, 2002 Ok...breath....*huff huff huff pant pant pant* sorry about last post:D I went back into my level, deleted the 3 new models and the 'force field(supposed to be that blue energy field in deathstar map)', compiled in FastVis1/2 and.... *gasp* It worked! although we have 2 new problems. First, my trigger_hurt (with damage at -1) does NOT do the fadeout insta-kill. it just deals normal damage. Second, i have to figure out which thing it was that provided the error.
Wes Marrakesh Posted July 26, 2002 Author Posted July 26, 2002 Alright... i fixed the trigger_hurt problem by using the key dmg instead of damage... I need ideas on: How to boost FPS How to get r_showtris to work, and What should i put outside on the landing area/pad?
Wes Marrakesh Posted July 29, 2002 Author Posted July 29, 2002 BUMP!!!! And a kind of update... In an effort to make the outside interesting i made a pair of defense turrets... they don't work though only eye-candy... Replacing the :naboo:s with :tie:s, after all they are on coruscant...
Wes Marrakesh Posted July 30, 2002 Author Posted July 30, 2002 OK.... beta testers, prepare to get the map. read the readme.
Wes Marrakesh Posted July 30, 2002 Author Posted July 30, 2002 oh yeah..... if you have hotmail get msn messenger and add me to contacts i'm wesmarrakesh@hotmail.com
Grets Sirob Posted August 1, 2002 Posted August 1, 2002 I hope I get to beta... (I'm baaaack!) (Run for your life...)
Wes Marrakesh Posted August 1, 2002 Author Posted August 1, 2002 you're on my msn contacts list get on msn sometime i'll send
~Rebel_Monkey~ Posted August 1, 2002 Posted August 1, 2002 I'll beta test if you dont have enough testers already.
Wes Marrakesh Posted August 1, 2002 Author Posted August 1, 2002 i don't know if i have enough... sizzle hasn't put it up on clan site yet
K.O Posted August 1, 2002 Posted August 1, 2002 I'd love to help you out by beta testing Wes. I got MSN MSGSER. If I can let me know and I'll give you a buzz.
Wes Marrakesh Posted August 1, 2002 Author Posted August 1, 2002 that site is intended mostly for clan use only.. not gonna advertise the link and have everyone and their brother who is not rc dloading it and sending me info... i'll just get overloaded. gimme your email and i'll put you on.
Wes Marrakesh Posted August 1, 2002 Author Posted August 1, 2002 OK, TO ALL BETA TESTERS: I will be re-releasing and updated beta do to the following: An attempt to raise FPS An attempt to fix the loading bug. Adding more gametypes. Changing Lights. Changing Sky.
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