Ns Entitys
prevertmaximus
Join Date: 2002-12-30 Member: 11630Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">entitys disapearing</div> [SIZE=7][FONT=Arial] mapping ns map ,using hammer, in hammer function walls,function breakable,function glass are all there and set correctly.
fun. wall solid 255. fun. break. solid 255. fun glass tecture 125. solid 255 is so there is no blue.map is 58678 patches under limit ,tecure 2.89mb.
also under limit,seems like flat stuff plays ok but any angle is either not there or partialy there, also function seethrough does not work as sopposed to it too does partialy not show up in compiled map. does not matter if map is fast compiled or full <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
fun. wall solid 255. fun. break. solid 255. fun glass tecture 125. solid 255 is so there is no blue.map is 58678 patches under limit ,tecure 2.89mb.
also under limit,seems like flat stuff plays ok but any angle is either not there or partialy there, also function seethrough does not work as sopposed to it too does partialy not show up in compiled map. does not matter if map is fast compiled or full <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
Comments
If so you need to change the commander top down cull distance in info_mapinfo...
fun. wall solid 255. fun. break. solid 255. fun glass tecture 125. solid 255 is so there is no blue.map is 58678 patches under limit ,tecure 2.89mb.
also under limit,seems like flat stuff plays ok but any angle is either not there or partialy there, also function seethrough does not work as sopposed to it too does partialy not show up in compiled map. does not matter if map is fast compiled or full <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What's your planes count? If it's over 32K, you'll probably be missing some entity faces when it tries to render your map. The flat faces probably have lower plane numbers--especially if they are used in the worldspawn--so they'll render OK. Any face with a plane number of over 32,767 isn't going to render. Use opt_plns.exe to drop your plane count back to safe levels if it's over 32K. It will automatically reassign your faces new numbers in the safe range once unused planes have been thrown out.
You don't have to recompile if this is the problem -- just drag and drop your compiled BSP onto the executable.
2.1*"Top down XY cull distance" actually <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Different property of the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#info_mapinfo' target='_blank'>same entity</a>.
I suspected that the problem was due to the plane count when he said that flat faces show but angled ones don't.
EDIT: just got an email from pervert-maximus confirming that the plane count was the cause and opt_plns worked as a fix.