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Tr00pertj

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thanks Obsttorte will do.

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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I`m still having troubles with my first map but I think I may be onto something.

 

I have no Difficulty levels implemented at all and was wandering if this may have something to do with the mission crashing as it`s loading.

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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Surely not.

 

You don't need to set them up if you don't need them.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I just added to a brush difficulty0Name normal etc. just to see but was wandering if I have no diff_#_nospawn set on any entity will that entity spawn in all difficulties?

 

Thanks Obsttorte I thought as much. tried it any way and same thing second try got me in to the game first crashed.

Edited by Tr00pertj

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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  • 2 weeks later...

Hi all,

Easy question for all, How do I make a gramophone trigger a speaker on and off?

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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Thanks Sotha,

 

I messed up and now when I open my map all almost all the faces have shader not found on them?

Man I f@#d up. What to do? Should I just start texturing everything again.

 

Got it fs_game was pointing to the wrong folder

Edited by Tr00pertj

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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@ Obsttorte

 

Let the trigger target a target_callscriptfunction entity. Set the key "call" "checkForScepter" on the latter.

 

In your maps folder create a file called mapname.script (replace mapname by the name of your map). Insert the following code:

 

void checkForScepter()

{

if ($player1.heldEntity() == $scepter)

{

sys.trigger($teleporter);

}

}

 

Is this correct It's not working for me.

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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  • 2 weeks later...

The trigger system is working ok now.

 

Got a serious problem now though. Dmap is not finishing. I did a bit more mapping and now dmap just keeps going on for hours and hours and is slowly using more memory like some kind of mem leak or something, and it has not finished yet. I read somewhere that there are limits to entity and brush counts in a map but I don't think I've got to many.

 

Any one had same issue where dmap would seem to go on forever and not finish?

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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Yesterday I left it running for about 3 hours. The map was taking about 4 mins before.

The output is still there at FixGlobalTjunctions.

I just tried an older backup map and that worked so it's defiantly something Iv'e done since then:( AHAHAHAHAh.)

 

So much done between those maps, But what can I do. Looks like it's back to the backup.

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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If it halts at FixGlobalTjunctions it could be that you have some very complex worldspawn geometry, that you could try changing to func_static. (not sure that is the case here, since it takes so long)

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I've once added a small grating in one of my maps, which was build out of very tiny brushes (grid size 0.125). It where only 100 brushes or so, but dmapping time grew up to 15 minutes. So I guess you've build something on a very small grid size, which is, as jesps already mentioned, maybe rather complex.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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maybe its a windings error, which you get when too many (more than 128 faces touch one face at the same time), you can fix them by turning them to func_statics, usually happen on stairs though, so you have to monster_clip the stairs to a slope so that AI can pathfind up and down the stairs. the other one that can cause a dmap to grind to what looks like a stop but still working is patches going through a visportal, you just turn the patches to a func_static. the other one is a misshaped brush, that looks like a worldspawn brush in dark radiant, but dmap is seeing it as a dot. cause dmap see's cubic brushes as planes.

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Thanks Obstortte, I haven't got anything too complex but do have a lot of patches some of which are huge and (Thanks stumpy) some of which are indeed going through visportals.

 

There is something to what stumpy said in his last sentence, I have a large worldspawn rectangle that is systematically being CSG subtracted as I work through it. I'm thinking this needs to change as the more I carve it up the slower dmap becomes.

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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In my last map I had to be careful when I used CSG subtract or the clipping tool on brushes. If you afterward select the brushes and "snap to grid", none of the angles you created are preserved as the vertices have moved to the current grid size when before they were off the grid or on much smaller increment. Initially I just created a large skybox brush box around the entire map so dmap would work and I could walk around and check stuff but this is a bad idea as it turns out because any leaks that get created are not fixed at the time and just keep adding up.

 

Now I create the sealing geometry and general map layout first WITH visportals breaking it in to sections and then go back and add every thing else. Works much better and thanks to Obsttorte, Melan, Sotha, and Bikerdude for pointing this out.

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CSG subtract... No wonder you have problems.

 

Just DON'T use it. Use clipper instead. Build clean and smart. CSG substract gets the job done, sure, but god it makes messy cuttings.

Clipper

-The mapper's best friend.

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Yeah, whenever (which is like 2 times) I've used CSG subtract I have to move the brush edges that it creates cause it never cuts the way it should. Easier to just do it with the clipper tool the first time. Then all your cuts are in the appropriate places. Better to have control.

 

CSG Merge on the other hand is pretty handy in certain cases.

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Yeah. Personally I only use CSG substract to make holes for doors. Also the clipper tool should be used sparse. If you wanna create really complex geometry, use patches.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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If you use a patch for a wall though, how do you make a hole in it for a door? The clipper tool doesn't work on a patch if you want to put a door in that wall. So you have to use 3 patches around the door?

 

I guess, "to the engine" during dmap, all brushes are just patches anyway since it only looks at the faces so patches makes sense.

Edited by Lux
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Yeah, you can use three patches or one with seven vertices in one direction and then swap it around.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I really only use CSG as Obstortte does and no doubt most, for making square holes for doors and windows. I use the clipper tool more, it's easy to make roofs and stuff with the clipper tool. But what I had was a thick wall that I was CSG cutting into to make square rooms and as I was going I was working from 4 to 0.125 then back to 4 or 8 and so on. I suppose it just got to much to dmap. I did not snap anything to grid I always go to 0.125 and zoom in to align and seal. Now I'm just not going to do it that way, so I opened a backup map, made the walls left that were thick, thin and got ride of some not needed. Having said that though I was sure the cuts I made were spot on using the grid method for alignment. If they were not there would have been a leak. I think what stumpy suggested may have been the culprit:

 

that looks like a worldspawn brush in dark radiant, but dmap is seeing it as a dot. cause dmap see's cubic brushes as planes.

 

From now on it's the clipper tool for first preference.

 

Thanks for the advice guy's always good :rolleyes:

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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...But I wouldn't use patches, because texturing them is much more difficult than brushes.

I don't have any problems with that.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 3 weeks later...

Hi all,

 

Has any one come across a problem were the head of an AI just floats a foot or two of the ground when killed?

I have a skeleton that is killed 2 secs after world spawn load but his head doesn't seem to rag doll properly. It ends up floating in mid air.

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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