Problem (and Upcoming Map Info)

XaeroDarknessXaeroDarkness Join Date: 2003-01-24 Member: 12693Members
edited July 2003 in Mapping Forum
<div class="IPBDescription">Read before delting</div> Alright, look I know this forum isn't for posting issues and what-not, but I was hoping you guys might know what's wrong since the guys at Valve-ERC boards don't seem to know.

Here's a link to the thread <a href='http://www.chatbear.com/board.plm?a=viewthread&t=288,1058297354,22011&id=499791&b=9&v=flatold' target='_blank'>http://www.chatbear.com/board.plm?a=viewth...1&b=9&v=flatold</a>


However I AM making a natural selection map. It's entitled ns_zeta

The location is on an asteroid the asteroid belt of this solar system, and it's a security checkpoint for ships that pass through the area. I have everything compiled and done, and am going to be releasing a playable version. The only problem is you can't see a lot of the doors and such. Well, if you read the thread, you'll know what I mean. I'm really excited about releasing it, as it's my first map overall, and I would have screens.... except the problem is keeping stuff from showing up, as I said. Hope you guys don't delete the post, and if you don't I hope you at least consider what might be wrong. Thanks a lot guys!

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    It does sound very much like the planes limit mentioned in that thread. Use XP-Cagey's compile tools (I think they're still sticked at the top of the NS mapping forum) and don't forget to run opt_plns on you map, this should get you back under the planes limit.
  • XaeroDarknessXaeroDarkness Join Date: 2003-01-24 Member: 12693Members
    edited July 2003
    eh, when to run? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    EDIT:: looks like after bsp is run

    Alright, yeah, that did it, thanks a lot. I just wish someone else could have told me that sooner, and appologies to cagey for not trying it in the first place. I'm gonna go out for a little bit now, maybe half hour, but I'm gonna start compiling it now so I can get you guys screens and such. Thanks again!
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    No no no! run opt_plns last, BSP, VIS and RAD all need those "extra" planes.

    This article about <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix8.htm' target='_blank'>Compiling maps for NS</a> might help you.
  • XaeroDarknessXaeroDarkness Join Date: 2003-01-24 Member: 12693Members
    A little late, sorry. I recompiled the map and everything is just as good though. I'm going to let a couple clans I know playtest it a little bit first. Then I'm going to modify it based on what's said, then re-compile it, and make it available for download! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I should have some screens really soon, so just sit tight!
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--ChromeAngel+Jul 17 2003, 02:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jul 17 2003, 02:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No no no!  run opt_plns last, BSP, VIS and RAD all need those "extra" planes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, that's not exactly true. All opt_plns does it strip out the unnecessary planes.

    If you were to run opt_plns after only the CSG, it would strip out <u>ALL</u> the planes, so BSP would give you an error. However, after CSG and BSP are run, you can run opt_plns and strip out the extra planes. VIS and RAD do not need the extra planes.
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