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i would like to apply as betamapper (suprise!)


Theothesnopp

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It's so obvious that an awesome amount of work has been put into this map! (Personally I think Theothesnopp should get betamapper status) I love the architecture, the attention to detail, the size :D

 

It's obvious that your skill set is currently good enough that you could turn this into a real map, however if you do decide to put it down don't feel bad! I know that me, Fidcal, Dram and many more betamappers all had initial missions we put down. Probably every existing beta-mapper on this forum has had 1 mission they've had to dump :P

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Yes, this is the way I would do it.
  • Save the map as eg tempA.map
  • Create a new layer named eg, halfA
  • Find a place somewhere in the middle that is easiest to split
  • Shift LMB drag the mouse over one half to highlight it
  • RMB in orthoview and select move to layer halfA
  • Save
  • Save again as tempB.map
  • Select halfA layer and delete it
  • Save
  • reload tempA.map
  • Select default layer and delete it.
  • Save
  • You now have two maps
  • Look at the place where you split it and block it off roughly with cork to seal it.
  • Do the same with tempB.map
  • dmap them separately and test
  • if any half gives major error repeat for that half
  • if any half gives different error, eg, leak, then deal with that separately
  • When all halves are fixed then merge maps back together and remove temp caulk blocks

 

 

okey ill get oj with thjat now then :) thanks

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Remember, if you're struggling you can also upload it and we can take a look at it.

 

The lesson to be learned is always dmap and test as you go along. If you do half an hour's work then test it and there is an error then you know where to look. If you do three month's work without testing then there are likely to be lots of problems and you don't know where.

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Remember, if you're struggling you can also upload it and we can take a look at it.

 

The lesson to be learned is always dmap and test as you go along. If you do half an hour's work then test it and there is an error then you know where to look. If you do three month's work without testing then there are likely to be lots of problems and you don't know where.

 

 

yep i give up :[

 

i cant find anything suspicious

 

sorry for this :/

 

anyway ill upload here

 

 

http://www.2shared.com/file/4774130/d50f59...pname_maps.html

 

 

tempnametesta crashes but tempnametestb just gives a leak so that one seems okay.

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OK, the tempB file had 3 or 4 leaks which I've fixed and its dmapping as I write this. I'll give it a quick look but I think it will be OK.

 

The TempB file has the bad error in it. I'll look at that now and split it in two again.

 

 

uh thanks u didnt have to fix the leaks but. thank :]

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Hey Fidcal, could you upload your fixed version to the betamapper svn so we can all try it out?

|=-=------=-=|

happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

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I just looked at the part where you go underground and then into the mansion. I'm sorry to say but it's very messy. You should use bigger grid sizes for the outer brushes keep things tidy and to avoid leaks. After fixing the many leaks I was able to play it a bit. It looks nice but it was too laggy to explore everything.

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I just looked at the part where you go underground and then into the mansion. I'm sorry to say but it's very messy. You should use bigger grid sizes for the outer brushes keep things tidy and to avoid leaks. After fixing the many leaks I was able to play it a bit. It looks nice but it was too laggy to explore everything.

 

lol yes its very messy :]

 

i think next time i make areas im gonna make the outer brushes first (skyboxes and those that you wont see)

 

it will be easier to vizportal and tidyer :rolleyes::)

 

i think it sound like a good idea but i dunno ^_^

 

thanks =)

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Hey Fidcal, could you upload your fixed version to the betamapper svn so we can all try it out?
No. :laugh: later though

 

 

These are just notes to record what I'm doing...

 

I've deleted a static door handle func_static_45 because it was split badly far out in the void and very difficult to put back together again. I gave up after 10 minutes. It can be retrieved from an earlier save and merge it back is easier.

 

I've deleted MissionEnd2 - a clip brush which is in the void and I suspect it should be in Part B. I saved it as a temp prefab so hope to import it back later.

 

I now have part A split in two layers. I have to break for an hour but will continue later.

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No. :laugh: later though

 

 

These are just notes to record what I'm doing...

 

I've deleted a static door handle func_static_45 because it was split badly far out in the void and very difficult to put back together again. I gave up after 10 minutes. It can be retrieved from an earlier save and merge it back is easier.

 

I've deleted MissionEnd2 - a clip brush which is in the void and I suspect it should be in Part B. I saved it as a temp prefab so hope to import it back later.

 

I now have part A split in two layers. I have to break for an hour but will continue later.

 

 

 

so it was something outside the map?

 

thanks for the help :)

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so it was something outside the map?

 

thanks for the help :)

Probably not - that is most likely just one of the many leaks. I've spent quite some time fixing leaks just to get to the point where it crashes. I've now subdivided Part A into two parts and both parts crash. This is going to take quite some time - certainly into tomorrow, maybe days.

 

B works

A crashes

 

A subdivided into...

Aa crashes to desktop

Ab locks up during dmap

 

Aa subdivided into...

AaA locks up during dmap

AaB locks up during dmap

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[quote name='swordbreaker' date='Feb 1 2009, 09:12 PM' post='176303'edit:I'm not chinese :ph34r:

That's what they want you to think. :)

 

@theothesnopp: Now got AaA working but the dmap took ages for such a small section. I see 'backward triangle' errors - normally not serious but there are quite a lot. I'll be looking for complex patchwork tomorrow.

 

What pieces of the mission I've played look really good so this must be rescued. Once the bad errors are fixed you can still expect a lot of work fixing the leaks. This is because I think when the errors are discovered it's safer if we go back to the original and fix them there rather than merging this lot back together again.

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[quote name='swordbreaker' date='Feb 1 2009, 09:12 PM' post='176303'edit:I'm not chinese :ph34r:

That's what they want you to think. :)

 

@theothesnopp: Now got AaA working but the dmap took ages for such a small section. I see 'backward triangle' errors - normally not serious but there are quite a lot. I'll be looking for complex patchwork tomorrow.

 

What pieces of the mission I've played look really good so this must be rescued. Once the bad errors are fixed you can still expect a lot of work fixing the leaks. This is because I think when the errors are discovered it's safer if we go back to the original and fix them there rather than merging this lot back together again.

 

 

yes, thanks for all the help :)

 

i do hope this will be playable and stuff when the big problems are finsihed and i have fixed the leaks then i will have a few things to fix first but hopefully not to much ;)

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Got AaB working but again, very slow dmap considering the size. Console errors below for ref. I'm getting the impression most of the errors are just over-complex terrain because of poor grid-snapping. The errors are probably normally not serious except there are a huge lot. Part Aa crashes doom to desktop but when subdivided into AaA and AaB they just about struggle to dmap. So, though this seems like progress I haven't actually fixed anything yet. I'll keep on with this but we may be talking about days, even weeks. Here are a few screenies - some rough edges but a lot of good feel about it. (I'll have to add two more posts with separate screenies because of the attachment limit - not sure if I'm posting higher res jpgs or the limit is reduced. I've already cropped these and I don't normally.)

 

post-400-1233575697_thumb.jpg

 

 

 

Console warnings in AaB...

WARNING: node without a volume [MANY]

----- CreateLightShadow 0873B4D0 -----
WARNING: backwards triangle in input! [VERY! MANY]

----- CreateLightShadow 0873C540 -----
WARNING: backwards triangle in input!
Warning: BuildOptTriangles: couldn't locate opposite
Warning: BuildOptTriangles: couldn't locate opposite

----- CreateLightShadow 1D873E48 -----
WARNING: backwards triangle in input!
WARNING: backwards triangle in input!
Warning: LinkTriToEdge: already in use
Warning: LinkTriToEdge: already in use
Warning: LinkTriToEdge: already in use
Warning: LinkTriToEdge: already in use
WARNING: vertex with only one edge
WARNING: vertex with only one edge

----- CreateLightShadow 1D876610 -----
Warning: BuildOptTriangles: couldn't locate opposite [MANY]

Warning: LinkTriToEdge: already in use
Warning: LinkTriToEdge: already in use
WARNING: vertex with only one edge
WARNING: vertex with only one edge


0 seconds to create collision map
WARNING: file def/tdm_mover_doors.def, line 68: 'editor_bool ai_should_not_han
dle' already defined [SEVERAL]

DURING MAP...
ERROR: idMoveable 'func_static_361': invalid collision model models/darkmod/gr
aveyard/bones/bones_arm_left.ase

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Got AaB working but again, very slow dmap considering the size. Console errors below for ref. I'm getting the impression most of the errors are just over-complex terrain because of poor grid-snapping. The errors are probably normally not serious except there are a huge lot. Part Aa crashes doom to desktop but when subdivided into AaA and AaB they just about struggle to dmap. So, though this seems like progress I haven't actually fixed anything yet. I'll keep on with this but we may be talking about days, even weeks. Here are a few screenies - some rough edges but a lot of good feel about it.

I'd say theothesnopp should take pieces of his map into a new map, tidy em up per piece, test those parts and then take another piece into the new map etc. It's probably better than you fixing all this for him. Those screens do look good, especially with the bloom. I do have bloom enabled but it doesn't look like that on my screen, I'll check the wiki for info on on bloom settings.

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