/me waits for them to start hireing
Posts by Bic-B@ll
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it doesn't matter how it looks, it has PHYSICS!
shoot the computer and watch it rebound off the wall and fly 10 feet!
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Quote from Pericolos0
i'm pretty sure ive seen a south african mapper here
ewok plz
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nueva york!
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why are none of these damn developers in ny so that i could actually have a reason to submit an application to get shot down

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very cool, third from last reminds me of the simpsons ;0
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thats interesting, I guess I can take my terrain and bring up the curners to get rid of a few faces
i did get the map to work by chopping off a whole block but after it compiled i still had somereally strange errors, after i pass a point in the map the game thinks that you are under water, im not really sure whats causing it, ill change my water toa func_illusionary and clip it, maybe that will fix the problem
thanks for the suggestion tay
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Carrier pigeon.
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I have no idea what you're talking about Jynx, I have the roof clipped off and the sky going all the way down to the top of the roofs, along with triangular sky brushes going across the two main parts to help along VIS. I don't really understand what you're saying.
I haven't been able to get enough time to fix it yet, I was working on it some last night, I'm just nulling parts of the terrain and compiling to see if it will work or not. (Nulled faces don't apply to this initial leaf poly count right? or are they deleted later on?)
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you better start studying harder
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i dont work cause im lazy, though if i did i could get out of 9th period study hall and since i have 8th period lunch i could walk home two periods early (if you have a job you dont HAVE to go to studyhall) im in 4th period studyhall right now so i went to the library and im talking to you fewls, kinda like i did last year in html class

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so liek, theres a new test to fail at?
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Ok, I'll try that, so does anyone know if this is only w_polies or do e_polies and models add to the count also?
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I was told that max_leaf_faces meant that the face limit for the entire map had gone over but being that it was max_leaf_faces that would make more sense. I'll try dealing with just areas again. Maybe I can extract the VIS leaf coordinates from the compile and place blocks exactly over them by adding a brush in through notepad.
So as I understand it now, there are too many faces in a leaf...just one area of the map...could I possibly fix this by hinting?
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Do you mean changing subdivide? Chop is a RAD thing. I assume this would help, but what are the downfalls? There has to be some reason its set at 240, if there weren't you could just raise your chop values to 1024 and get a 200-poly map. I assume this would take a toll on your FPS but not your r_speeds?
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I’ve been having a huge problem with this recently, and I really need to get this map out the door, this may be my last shot to do so being that HL is coming to an end.
Before you all say, “You have a cylinder splitting the ground up!!!”…I don’t. My map just has a lot of stuff in it and I need some help determining what I can do. First of all, I covered parts of the map with a big ass block so that faces inside of the block didn’t count but after covering a whole lot of them I still got the error which led me to believe that that didn’t work.
So next I just started deleting stuff inside of the boxes and still got the error. Then it hit me that this possibly is caused by the amount of models that I was using. Do model faces count towards max faces? I deleted all the cyclers and yet still got the error. For that matter, what about e_polies, I assume those count also?
I tried turning the compiler settings to megaspam so it would hopefully give me some more info as to the limit and how many faces I had but none alas. Can one of you help me sort this problem out? I have made many revisions to the map but I haven’t really added a huge amount of polies, which is why im so confused as to why I’m still getting the error after removing many.
Yes, I did searches on Google, I didn’t find much though, pretty much the most I got was from tommy14 and basically all he had was, “you probably have a cyulinder touching the ground.”
Edit: Pic:
http://www.zeroproof.com/bicball/basque1.jpg
(Please don't go posting this on the Hostile Intent forums if you play HI, I was kinda hoping to keep the map's appearance hush hush to people who hadn't seen the orignal.)
(I'm assuming that the leaf problem is on the bottom and left side of the map because they are the newest parts)
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i finshed halo 1 2 nights ago and it was quite good
/me dodges bricks (OMG WAS THE BOOK REDUNDANT TOO!?)
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Quote from -Stratesiz-
By doing this you can do miracles with r_speeds just like 3d-mike has done in his maps. I managed to reduce my r_speeds by up to 250 in some parts of ts_antrodome.
So since everything works similary in HL2, ya can probably do some faptastic r_speed reductions using this technique.
Err I didn’t really say how to do it but, for those who didn't know, basically 3DMike used it on boxes and a few other things.
He’d make a, say, 256 x 256 box texture. The bottom left 240 x 240 would be the box texture while the rest was black, he’d then make a 240x240x240 brush and apply the texture scaled by one to the bottom right of each face. This made only 240 x 240 pixels show on each face of the box; that would remove the three polies I mentioned before from each face. Three polies from each side, five sides show, that’s 15 saved polies.
The crowds go wild for the 15 polies per box.
If you went crazy you can make walls using 240x240 sections of 256x256 textures, just chop the wall up into sections and only show the 240x240 part of the texture. The only problem with this method is a bit of texture bleed which can be helped by not using a black background and just stretching out the edge pixels all the way to the end which should eliminate most of the seam.
:^)