Ns_snuggle Crashes And Burns Before Being 18% Done

Cloak_of_LettersCloak_of_Letters Join Date: 2003-02-15 Member: 13573Members
So I spend a lot of time making a bunch of textures and then start making a map with more detail than Half-Life can handle as well as polygon counts that would make some people cry. Instead of uglyafying it I’ll just let it die. Here is what it looks like. Make me feel like it isn't bad.

<img src='http://cloakofletters.homestead.com/files/snuggle1.jpg' border='0' alt='user posted image'>

<img src='http://cloakofletters.homestead.com/files/snuggle2.jpg' border='0' alt='user posted image'>

<img src='http://cloakofletters.homestead.com/files/snuggle3.jpg' border='0' alt='user posted image'>

<img src='http://cloakofletters.homestead.com/files/snuggle4.jpg' border='0' alt='user posted image'>

<img src='http://cloakofletters.homestead.com/files/snuggle5.jpg' border='0' alt='user posted image'>

<img src='http://cloakofletters.homestead.com/files/snuggle6.jpg' border='0' alt='user posted image'>

<img src='http://cloakofletters.homestead.com/files/snuggle7.jpg' border='0' alt='user posted image'>

Comments

  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    your planes, clip nodes, leafs etc are way below the limits. and you haven't even shown us your r_speeds to justify 'poly counts that would make some people cry'
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    looks nice, but...

    <span style='color:gray'>Gray.</span>

    (no one likes a map that's black-n-white. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    why stop this?!!??!?!?!!?!?!??!?!?!?!
    this has the coolest theme evar. like commercial ruin. I dunno dude.
    if you dont make this map for NS i impore you to make it for <a href='http://www.frontline2.com' target='_blank'>flfd</a>!!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Amazing map. I say keep it grey and what not, but please, throw some greyish blue light or greyish blue color in there. It has that "Mall looking" theme running in it.

    Keep mapping the map. I find this map to be snuggly.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    OMG!

    Pitty its gona burn up, b4 we get to hit download <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Only thing

    Posibly make the ground where the xeno res is, shiny (check tuts on how to do it)

    You also, need to look for a good sky map, to suplement your tex work

    If the map is going to die, at least put the wad up in the tex webed topic

    amckern
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    It doesn't look like it would have polycounts that would make people cry...
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I'm crying with sheer confusion over why you think this map would make people cry!
    Don't give it up, guy. Continue! Avanti! Rise to the challenge!
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    If you're going to scrap it, can you send me the wad for it so I can use it?
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Jebuz. Let's see some r_speeds before you kill that. It's got a very nice style too it, and we need more maps with different themes!
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Its looking good, maybe a bit dull in some areas, but no doubt that will be fixed before its finished... Dont Stop, really. Or send it over and let me finish it off for ya <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
    If your poly is really high (Judging from your compile it looks low) Then just use some well placed hint brushes to cut that lag down to a min. Keep Mapping mate.

    -Reebdoog-
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    <!--QuoteBegin--Maveric+Sep 24 2003, 04:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Sep 24 2003, 04:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks nice, but...

    <span style='color:gray'>Gray.</span>

    (no one likes a map that's black-n-white. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i do
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    <!--QuoteBegin--sk84zer0+Sep 24 2003, 09:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Sep 24 2003, 09:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Maveric+Sep 24 2003, 04:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Sep 24 2003, 04:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks nice, but...

    <span style='color:gray'>Gray.</span>

    (no one likes a map that's black-n-white. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i do <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Beats a rainbow of color. The lighting on ns_nothing is among the best, and it uses color sparingly. (Too great effect, IMHO)
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    OMG, this is CRAP !!! Don't go on mapping, dude.

    (Once this said, could you please send me a zip with your rmf and wad so i could finish it and ship a strangely stoned but good looking map?) lol <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> The only thing i may underline here is that this stone theme doesn't fit that much with NS' average one. You should incorporate iron, steel, etc..
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    I would love to try that WAD out. :x

    Besides, I like the look of your map, Im on of those that like the architecture to be 'clean', unlike mineshaft, lost and bast.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Besides, I like the look of your map, Im on of those that like the architecture to be 'clean', unlike mineshaft, lost and bast.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    True, true... I always wondered why, we have the technology to go to all these other planets, great spaceships, etc.. And we have wires lieing everywhere, pipes haning down, etc, i would have though that if we can do all this other stuff, we would know how to make it "clean" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Just a thought........
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    btw, it looks like your useing the spns.wad good to see it in use, and people downloading the single player ns dev kit

    amckern
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    just dublicate that part, make the dublicated bart invested and connect them to a co_map.
  • Cloak_of_LettersCloak_of_Letters Join Date: 2003-02-15 Member: 13573Members
    The problem is that the way it’s going there will be no planes left with a room, some hallways, and the ready room left to make.

    <img src='http://cloakofletters.homestead.com/files/snuggle8.jpg' border='0' alt='user posted image'>
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Cloak of Letters+Sep 25 2003, 05:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cloak of Letters @ Sep 25 2003, 05:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem is that the way it’s going there will be no planes left with a room, some hallways, and the ready room left to make. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Um... EXCUSE me? You're at around 2k out of 32k worth of Planes.

    Also, planes are re-used. If you have two hallways with their right wall on the same plane, that's ONE plane, not two planes used, so at the map gets bigger, plane-count rises slower. A room that's 2k planes by itself can often be only 100-200 planes in an actual level with other rooms around it.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    True. And your map really doesn't look too detailed. It looks just right for good old Half-Life. When I looked at the custom textures I realized HOW gray they are. I would never dare to create more than one gray texture, but in your map it looks quite ok. And honestly, everyone who played 'Half-Quake: Amen' knows that black&white levels have style <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Well I don't know why you give up and no one else seems to know, because we can't see the Unreal 2003 details you are talking of, but if you said: Hey here is my new map what do you think about it I would have said it is a bit gray, but the textures are new and cool and so is the architecture.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited September 2003
    <!--QuoteBegin--WolfWings+Sep 25 2003, 09:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 25 2003, 09:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Cloak of Letters+Sep 25 2003, 05:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cloak of Letters @ Sep 25 2003, 05:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem is that the way it’s going there will be no planes left with a room, some hallways, and the ready room left to make. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Um... EXCUSE me? You're at around 2k out of 32k worth of Planes.

    Also, planes are re-used. If you have two hallways with their right wall on the same plane, that's ONE plane, not two planes used, so at the map gets bigger, plane-count rises slower. A room that's 2k planes by itself can often be only 100-200 planes in an actual level with other rooms around it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Are you sure about that? As you said this only occurs when to planes have the exact same texture alignment and scale, not to mention dimensions, so with that in mind this doesn't look like it will occur that often when connecting 2 rooms (usually just around the entrances). any thoughts <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    [edit] i was reffering to the paragraph about planes combining sorry, and yes cloak of letters, because you are at about 15% of your plane usage doesn't mean you won't be able to fit everything in. Most of the official maps nearly break the plane limits themselves. I guess that is part of the challenge in mapping for ns, trying to keep a good standard of detail thoughout your map while keeping within the hard limits.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    After optimization (which does the plane joining that WolfWings mentioned), you have 1965 planes. That's about 6% of the limit of 32767. I'd say your biggest problem right now is clipnodes, but that could be fixed by putting clip brushes around all of those pipes.
  • Cloak_of_LettersCloak_of_Letters Join Date: 2003-02-15 Member: 13573Members
    <!--QuoteBegin--Kage+Sep 26 2003, 07:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Sep 26 2003, 07:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> After optimization (which does the plane joining that WolfWings mentioned), you have 1965 planes. That's about 6% of the limit of 32767. I'd say your biggest problem right now is clipnodes, but that could be fixed by putting clip brushes around all of those pipes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Doh! You're right, it's 18.7% planes used BEFORE opt_plns. Work continues. Where can I get someone to make a sky?
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Try Terragen and look at this thread a gentle forum member made for those who are new to it:
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=7&t=29065' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=7&t=29065</a>
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited September 2003
    <!--QuoteBegin--Kage+Sep 26 2003, 05:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Sep 26 2003, 05:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->After optimization (which does the plane joining that WolfWings mentioned), you have 1965 planes.  That's about 6% of the limit of 32767.  I'd say your biggest problem right now is clipnodes, but that could be fixed by putting clip brushes around all of those pipes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, the plane consolidation is done by HLCSG -- opt_plns throws out unreferenced planes that were allocated for faces, leaves, or clipnodes cut from the final level (null faces, void faces, clipnodes and leaves outside the playable level area). When HLBSP tosses out the unused faces it doesn't throw out associated planes. I was frustrated with almost hitting the limit in January when I realized that my map had 8K faces and 31K planes, which seemed like major waste. After a little investigation, I realized that unreferenced planes were taking up slots, leading to the new tool.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Are you sure about that? As you said this only occurs when to planes have the exact same texture alignment and scale, not to mention dimensions, so with that in mind this doesn't look like it will occur that often when connecting 2 rooms (usually just around the entrances). any thoughts <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Texture coordinates don't determine plane reuse -- they determine texinfo reuse... a plane uses a single vector to determine direction and a float for its offset perpendicular to the vector to satisfy the equation (Ax + By + Cz - D) = 0. Planes are reused whenever more than one face lies in the same plane as defined by the equation above.

    Texinfo uses a vector and a float offset parallel to the vector for each of the two projected texture axes to project the 2d texture into 3d world coordinates. Texinfo is reused whenever a single orthographic projection can accurately be used for more than one face. If you align your textures to world coordinates without rotation or scaling, this would mean that your entire level would use a maximum of 6 texinfo types per texture.

    Since the data is used for different purposes, two faces in the same plane can have different texinfo data, and two faces using the same projected texture information can be in different planes. I'm almost positive that unoptimized BSP files have garbage texinfos like they have garbage planes, but I haven't dealt with the problem in the p series and it doesn't seem to be affecting anybody -- the new tools track data by reference when exporting instead of using entire arrays, so you'll never see unused data of any type in the BSP.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited September 2003
    Biggest problem i have had is light patches <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> so you might end up needing to change the value for -chop in rad. Well i have too anyways. Apart from that most problems with reaching map limits can be fixed.

    [edits] thanks for clearing that up for me.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    sorry, if i res old thread <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    use -sparse in your rad

    it

    1.
    makes the end bsp smaller (don't know how)

    2.
    Cuts the max_patches down

    i made a map for sven coop, that was named sc_massive (and it was massive), i ran in to match patches, so useing sparse, and a chop of 67 (1 above no chop) i removed the max_patches

    even through the map runs into sfx_t now

    amckern
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--Reebdoog+Sep 25 2003, 12:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Sep 25 2003, 12:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> True, true... I always wondered why, we have the technology to go to all these other planets, great spaceships, etc.. And we have wires lieing everywhere, pipes haning down, etc, i would have though that if we can do all this other stuff, we would know how to make it "clean" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Because it looks totally cool!
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