realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Your hitting the patches limit? Add the "-sparse" parameter to HLRAD, and it will let you exceed it without any problems or visual changes to the map. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The one and only drawback is that it will take a lot longer to compile.
Sounds like a good idea Ken because I would really love to see that part of the map with windows in.
PS. Nay u should make it a little darker outside the windows with a bit of moon glow (maybe a func_spotlight that fades out every few seconds with a bluish hue) if u do put em in, then they will have that creepy feeling like Alien2.
FreestylerThe First NS FanJoin Date: 2002-01-24Member: 20Members
When we tried -sparse o Enaint compiled by SHodn, it could not handel it. Try using -notexscale for an almost exact effect with hardly any addition to the compile times.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Freestyler, I wasn't familiar with that issue, but I can tell you just from what you wrote that it was because you DIDN'T have notexscale on in the first compile that it didn't work on shodan... Not because -sparse was on. Try it again, with both notexscale and sparse on. Not having notexscale on in large maps can cause exactly what you described. "Shodan not being able to handle it." <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Trust me, I've been through all of this... numerous times.
(Sidenote: But yeah... if you aren't already, use notexscale. Bad thing is, if you haven't been using it... it CAN effect how your level lighting looks. Good thing is, it can mean that a large level that didn't compile before, will.)
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Hehe, alright... but all this may have caused some confusion.. I'll try to clarify:
<b>Good things about notexscale:</b> -notexscale may possibly (possibly) bring you back under the patches limit. And thus, let you compile. Depends on how your textures are scaled. It will also reduce the number of "direct lights" in your level... thus allowing larger levels to compile. I'm sure this is why eniant wasn't compiling.
<b>Bad things about notexscale:</b> -notexscale does just what it says. Makes it so the lighting on your textures is not scaled to correspond with the texture. In most cases (for me at least) this is a good thing, but it can seriously mess up the appearence of your level if you've been optomising it to look good without the setting on. Sometimes. Again, it depends on how your textures are scaled. If everything is at 1.0, it will have absolutely no visual effect. At least in theory.
<b>Good things about sparse:</b> -sparse will not bring your patches count down at all... rather it lets you completely bypass this limit. It's also what you would want to use for compiling larger maps on a system with little memory. And there is <i>absolutely</i> no visual sideffects... ever. It's a lifesaver.
<b>Bad things about sparse:</b> It can really really really really really really really slow down your compiles.
What do I do? I use them both. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
knowing me i probably didnt put it on LMAO, i`ll try again, what u all use to add parameters to your compile??? i use HLCC any of u using advanced compile in hammer aka wc
Just to make sure everyone knows this: in order to make a properly working NS map, you <i>must</i> use Zoners 2.5.3 tools or better (either what came with your NSTR2 download, or the latest version released sometime later <a href="http://www.valve-erc.com/resources/?page=zhlt" target="_blank">here</a>). Anything else and your map may not operate properly for commander mode and player models in the NS world.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Nay, I use <a href="http://countermap.counter-strike.net/Nemesis/batch.html" target="_blank">Batch Compiler</a> and just check the appropriate boxes in the RAD tab. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
HLCC doesn't seem to work with later ZHLT builds. And as MonsE said, you definitely need to use the correct ZHLT builds.
just thinking, i might put this big open area onto ns_doom maybe.... maybe not.... i`ll think! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
lo people, i`ve been altering some designs in ns_doom the first pic is what is did look like and the bottom one shows the changes <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
can't u have 'em both? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I honestly think the new one looks a LOT better than the old one, thou I do like the darker texture in the old one (perhaps port the textures over to the new hallway?)
The lighting in the 2nd is fantastic- for being near the marine start, if it's closer to the hives, I'd suggest using the gammaramp thingy that increases contrast (makes your shadows darker and your lights brighter) to give this area LOTS of creepy shadows
Comments
Thats too bad Nay ;[ /me feels sad...
/me prays that the terrain will be in next version of ns_d00m ;]
/me feels happy
The one and only drawback is that it will take a lot longer to compile.
PS. Nay u should make it a little darker outside the windows with a bit of moon glow (maybe a func_spotlight that fades out every few seconds with a bluish hue) if u do put em in, then they will have that creepy feeling like Alien2.
Trust me, I've been through all of this... numerous times.
(Sidenote: But yeah... if you aren't already, use notexscale. Bad thing is, if you haven't been using it... it CAN effect how your level lighting looks. Good thing is, it can mean that a large level that didn't compile before, will.)
<!--EDIT|ken20banks|July 10 2002,14:33-->
<b>Good things about notexscale:</b>
-notexscale may possibly (possibly) bring you back under the patches limit. And thus, let you compile. Depends on how your textures are scaled. It will also reduce the number of "direct lights" in your level... thus allowing larger levels to compile. I'm sure this is why eniant wasn't compiling.
<b>Bad things about notexscale:</b>
-notexscale does just what it says. Makes it so the lighting on your textures is not scaled to correspond with the texture. In most cases (for me at least) this is a good thing, but it can seriously mess up the appearence of your level if you've been optomising it to look good without the setting on. Sometimes. Again, it depends on how your textures are scaled. If everything is at 1.0, it will have absolutely no visual effect. At least in theory.
<b>Good things about sparse:</b>
-sparse will not bring your patches count down at all... rather it lets you completely bypass this limit. It's also what you would want to use for compiling larger maps on a system with little memory. And there is <i>absolutely</i> no visual sideffects... ever. It's a lifesaver.
<b>Bad things about sparse:</b>
It can really really really really really really really slow down your compiles.
What do I do? I use them both. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|July 10 2002,14:44-->
What's your command line for HLRAD? Parameters and stuff. Maybe you made a typo or something. Also, what exactly does the error say?
You're not going to hit max_patches with sparse on.
<!--EDIT|ken20banks|July 10 2002,14:50-->
HLCC doesn't seem to work with later ZHLT builds. And as MonsE said, you definitely need to use the correct ZHLT builds.
<!--EDIT|ken20banks|July 10 2002,17:23-->
Not sure which zhlt i`m on its pritty newish tho hehe
I use custom made .bat files made in notepad, goes like a dream and ain't hard to edit them once you get used to it.
<img src="http://www.nay.cscentral.com/forum/corridor02.jpg" border="0">
<img src="http://www.nay.cscentral.com/forum/corridor01.jpg" border="0">
what u think of the changes??
I like the texturing and lighting of the old area but the additional detail of the new one.
If you could combine them I think it'd be perfect!
The lighting in the 2nd is fantastic- for being near the marine start, if it's closer to the hives, I'd suggest using the gammaramp thingy that increases contrast (makes your shadows darker and your lights brighter) to give this area LOTS of creepy shadows