Ns_snuggle Crashes And Burns Before Being 18% Done
Cloak_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'>
<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
<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--> )
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>!!
Keep mapping the map. I find this map to be snuggly.
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
Don't give it up, guy. Continue! Avanti! Rise to the challenge!
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-
<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
<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)
(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..
Besides, I like the look of your map, Im on of those that like the architecture to be 'clean', unlike mineshaft, lost and bast.
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........
amckern
<img src='http://cloakofletters.homestead.com/files/snuggle8.jpg' border='0' alt='user posted image'>
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.
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.
Doh! You're right, it's 18.7% planes used BEFORE opt_plns. Work continues. Where can I get someone to make a sky?
<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>
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.
[edits] thanks for clearing that up for me.
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
Because it looks totally cool!