<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i dont use his compile tools for a reason (and the zhlt tools do the same thing)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
trust me, there is no reason except you are doing something wrong. and I suggest to use "Nems Batch Compiler" aswell, BADLY!!! that saves you a lot of work and works perfectly, once learned.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->if there are any decompiled 1 unit thick brushes in the map, it screws up rad and it cannot properly light the map. no matter where the 1 unit thick brush is, it will screw up the compile. i stumbled across this issue when i was creating cargo hive c.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
thats why you decompile and REBUILD the entire map.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i have found at least 20 mangled brushes from the decompile (some people forgot to remove them when they made their part)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
when do people realize to check any map for errors?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and whats more frustrating is that usually hammer gets mad at them and says that they are "texture axis perpendicular to face" errors, but it doesnt say that. so you have to fly around the entire map looking for these little buggers, which are extremely hard to find because they are usually embedded in solid architecture, and they are almost impossible to find in the 2d grids.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
seriously, you thought to just decompile and use the architecture UNCHANGED? and there is no need to realign textures? ... what should I say...
its not this easy to remake a map. it might be even harder than creating your own.
no offense, but your an idiot. have you even read the thread?
first let me set this straight. do not tell me what compile tools or what configs i need to use. zhlt 2.5.3 v1.7 is just peachy. i'm not going to upgrade it, so stop bugging me.
second, i didnt make the entire map. i only made cargo hive c. the ns_fenris map was a cooperative project about a year ago. several people made different areas of the map.
third, the map isnt made out of 100% 1 unit thick brushes. ALL of the architecture was re-created with new brushes. just some people left some 1 unit thick brushes in their part and forgot to delete them.
fourth, i didnt put the map pieces together, Moconnor did. if you have complaints, aim them towards him. im only trying to get the map running right so sir_pepe doesnt have a massive headache searching for errors.
and finally, as i stated above, hammer DOES NOT report the 1 unit thick brushes at "texture axis perpendicular to face" errors. so its nearly impossible to find them.
when will people read the entire thread before posting ignorant comments...
<!--QuoteBegin-Jezpuh+Feb 10 2005, 04:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jezpuh @ Feb 10 2005, 04:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really, giga, are you just looking for a way to become "famous" and "respected"? I've noticed you wanted to do a remake of the remake of bast too. And judging from your other map, suddendrop, I'd say it wouldn't be such a great idea to have you as a team leader. Don't get me wrong, I'd love to see fenris remade. But I'd also like to see someone with more experience as team leader.
Maybe I'm all wrong about your mapping skill, but I haven't seen it so far. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Wow me and Jezpuh don't get along, but I find myself agreeing with him again.
Giga, read users feedback, try not to take offense (unless its meant). The only idiots are the ones pointing fingers at other idiots. Agree'd?
It's also best to upgrade your compile tools, as the rest of the users here will use them and they will obviously be more improved than the last. Try and calm down a bit aswell.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->its not this easy to remake a map. it might be even harder than creating your own.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree, your own map you are free to do as you please, where as re-creating a map you are confined and restricted and can not sway too far from the original
<!--QuoteBegin-GiGaBiTe+Feb 11 2005, 09:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 11 2005, 09:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no offense, but your an idiot. have you even read the thread?
first let me set this straight. do not tell me what compile tools or what configs i need to use. zhlt 2.5.3 v1.7 is just peachy. i'm not going to upgrade it, so stop bugging me.
second, i didnt make the entire map. i only made cargo hive c. the ns_fenris map was a cooperative project about a year ago. several people made different areas of the map.
third, the map isnt made out of 100% 1 unit thick brushes. ALL of the architecture was re-created with new brushes. just some people left some 1 unit thick brushes in their part and forgot to delete them.
fourth, i didnt put the map pieces together, Moconnor did. if you have complaints, aim them towards him. im only trying to get the map running right so sir_pepe doesnt have a massive headache searching for errors.
and finally, as i stated above, hammer DOES NOT report the 1 unit thick brushes at "texture axis perpendicular to face" errors. so its nearly impossible to find them.
when will people read the entire thread before posting ignorant comments... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you're not going to upgrade to the best compile tools available, maybe Moconnor should compile fenris, instead of you insisting on deleting random stuff.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->no offense, but your an idiot.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> arguement of the week. you are a cornbread btw XD
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i'm not going to upgrade it, so stop bugging me<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> so stop crying about errors you will possibly have. its obvious that I will have a lot more errors if Im compiling with old tools.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->im only trying to get the map running right so sir_pepe doesnt have a massive headache searching for errors.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> sir pepe is working at fenris? would be news for me. and Im not shure if he is willing do to anything on this project even if you give him the map "back".
what I wrote was meant as generell information. but from what you said I begin to believe that you dont have any clue what you are doing at all. maybe you should gain some experience first and THEN try to swim with the sharks. because you dont have any teeth yet.
<!--QuoteBegin-Lt Gravity+Feb 11 2005, 12:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Feb 11 2005, 12:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><i>(this guy is just too funny XD)</i><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Don't mess with him, he's the decompile master!
<!--QuoteBegin-GiGaBiTe+Jun 28 2004, 11:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 28 2004, 11:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->well if you dont believe i can do it goto the ns_fenris team thread and look at the cargo hive c it took less than 5 hrs to do that. so dont question my decompiling skills. you need to get more input from outsiders before you hax up a good map anyways.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> God, I love this quote.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Moconnor did. if you have complaints, aim them towards him<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> yeah, come on i can take, gimme your best shot.<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
seriosly though Gigabite, easy on, hes recommending you use nems batch compiler which you should use as i keep telling you its better. and theres no way your gonna become a better mapper if you keep refusing to consider peoples advice and then givin out. 1 unit thick brushes are STILL brushes, i usually make func_illusionaries 1unit thick, i dont see why you consider them to be some sort of error. maybe untidy if there lying about the map,but still. . .
I did a compile last nite, rad took like six hours then i got the error max_map_lightdata. But i know how to fix it and i'm compiling again right now._
<!--QuoteBegin-Moconnor+Feb 11 2005, 02:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 11 2005, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1 unit thick brushes are STILL brushes, i usually make func_illusionaries 1unit thick, i dont see why you consider them to be some sort of error. maybe untidy if there lying about the map,but still. . . <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Wait, you're saying he doesn't use the decompiled parts as reference, but as actual pieces of the map?
god im either talking to a brick wall or you guys are not listening.
there are 1 unit brushes in the map. they must be gotten rid of so that rad runs right. i only deleted a vent that went to nowhere.
and heres it for you guys that its going in one ear and out the other
<span style='color:red'>no matter what compile tools i use. cageys, merls, zoners, and even the new zoners, they all CANNOT run rad with the 1 unit brushes left in the map. if you want to find them, get the rmf from Moconnor and find them yourselves.</span>
now if you fools cant get that, i give up on this map.
and as i said before, im not using nems batch compiler, and i cant use zhlt 3.0 because it crashes. and i have no idea where you got the impression im making the final compile, because im not.
and about the 45 minute compile, it helps if you have 4 gigs of ram and an athlon 64 3500+
Why would you use actual brush-based material from the decompile? Not only is it horrible messed up, everything is 1 unit wide. Do you know what they did with the decompiled material for the bast remake? They used it as reference.
<!--QuoteBegin-GiGaBiTe+Feb 11 2005, 10:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 11 2005, 10:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i didnt use the original material fool, no idea where you got that from. and again I DIDNT MAKE THE ENTIRE DAMN MAP!
i only made cargo hive c. and i used new brushes in place of old ones. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So you're basicly mapping with 1 unit brushes? Good going, fool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Anyways good luck as i really do love fenris... and this whole thread was like german to me but you have fun with ur stupid_****ing_errors_and_evil_compilation_errors
Anyways good luck as i really do love fenris... and this whole thread was like german to me but you have fun with ur stupid_****ing_errors_and_evil_compilation_errors
~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Source was lost, and the map really isn't in prime shape to be official, so it needed to be remade. (I'm pretty sure the map has like 400 entities, the official limit is 275, but I think Flayra and the NS Devs would let a few fly.)
And gigabite, just let moconnor compile the map already. All your doing is putting up a big fight.
Like i said if you cant get it compiled i will when i get the time. oh wait whats this. . .I found some time, and not only that but . . .well see for yourself._
<!--QuoteBegin-Moconnor+Feb 12 2005, 12:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 12 2005, 12:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Like i said if you cant get it compiled i will when i get the time. oh wait whats this. . .I found some time, and not only that but . . .well see for yourself._ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> TWELVE SIDED DICE!
So i take it it compiled with no need to remove anything?
I left out one texture in the rad file, so some areas are a bit darker(some even better than the orig) and also the lighting isnt exactly the same, but as you can see, Fenris compiled and is ERROR FREE!!!!and batch compiler rules!!I have more pics but this should do for now as proof.
Moconnor maybe a download for a little preview how everything looks now? because we all know the map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Looks darker than the original, which I thinks is a good thing.
I'm just thinking about that MS and I'm thinking, isn't it a bit cramped for an Onos, especially with all those ladders? I think it might be best to try and encorporate some ramps?
<!--QuoteBegin-Thursday+Feb 12 2005, 11:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday @ Feb 12 2005, 11:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks darker than the original, which I thinks is a good thing.
I'm just thinking about that MS and I'm thinking, isn't it a bit cramped for an Onos, especially with all those ladders? I think it might be best to try and encorporate some ramps? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, but the point was to remake it first, then make changes. So it's most likely that those things will be changed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Jezpuh+Feb 12 2005, 11:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jezpuh @ Feb 12 2005, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday+Feb 12 2005, 11:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday @ Feb 12 2005, 11:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks darker than the original, which I thinks is a good thing.
I'm just thinking about that MS and I'm thinking, isn't it a bit cramped for an Onos, especially with all those ladders? I think it might be best to try and encorporate some ramps? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, but the point was to remake it first, then make changes. So it's most likely that those things will be changed <!--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><div class='postcolor'> <!--QuoteEEnd--> Be afraid...
Comments
trust me, there is no reason except you are doing something wrong. and I suggest to use "Nems Batch Compiler" aswell, BADLY!!! that saves you a lot of work and works perfectly, once learned.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->if there are any decompiled 1 unit thick brushes in the map, it screws up rad and it cannot properly light the map. no matter where the 1 unit thick brush is, it will screw up the compile. i stumbled across this issue when i was creating cargo hive c.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
thats why you decompile and REBUILD the entire map.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i have found at least 20 mangled brushes from the decompile (some people forgot to remove them when they made their part)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
when do people realize to check any map for errors?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and whats more frustrating is that usually hammer gets mad at them and says that they are "texture axis perpendicular to face" errors, but it doesnt say that. so you have to fly around the entire map looking for these little buggers, which are extremely hard to find because they are usually embedded in solid architecture, and they are almost impossible to find in the 2d grids.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
seriously, you thought to just decompile and use the architecture UNCHANGED? and there is no need to realign textures? ... what should I say...
its not this easy to remake a map. it might be even harder than creating your own.
first let me set this straight. do not tell me what compile tools or what configs i need to use. zhlt 2.5.3 v1.7 is just peachy. i'm not going to upgrade it, so stop bugging me.
second, i didnt make the entire map. i only made cargo hive c. the ns_fenris map was a cooperative project about a year ago. several people made different areas of the map.
third, the map isnt made out of 100% 1 unit thick brushes. ALL of the architecture was re-created with new brushes. just some people left some 1 unit thick brushes in their part and forgot to delete them.
fourth, i didnt put the map pieces together, Moconnor did. if you have complaints, aim them towards him. im only trying to get the map running right so sir_pepe doesnt have a massive headache searching for errors.
and finally, as i stated above, hammer DOES NOT report the 1 unit thick brushes at "texture axis perpendicular to face" errors. so its nearly impossible to find them.
when will people read the entire thread before posting ignorant comments...
Maybe I'm all wrong about your mapping skill, but I haven't seen it so far. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wow me and Jezpuh don't get along, but I find myself agreeing with him again.
Giga, read users feedback, try not to take offense (unless its meant). The only idiots are the ones pointing fingers at other idiots. Agree'd?
It's also best to upgrade your compile tools, as the rest of the users here will use them and they will obviously be more improved than the last. Try and calm down a bit aswell.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->its not this easy to remake a map. it might be even harder than creating your own.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree, your own map you are free to do as you please, where as re-creating a map you are confined and restricted and can not sway too far from the original
first let me set this straight. do not tell me what compile tools or what configs i need to use. zhlt 2.5.3 v1.7 is just peachy. i'm not going to upgrade it, so stop bugging me.
second, i didnt make the entire map. i only made cargo hive c. the ns_fenris map was a cooperative project about a year ago. several people made different areas of the map.
third, the map isnt made out of 100% 1 unit thick brushes. ALL of the architecture was re-created with new brushes. just some people left some 1 unit thick brushes in their part and forgot to delete them.
fourth, i didnt put the map pieces together, Moconnor did. if you have complaints, aim them towards him. im only trying to get the map running right so sir_pepe doesnt have a massive headache searching for errors.
and finally, as i stated above, hammer DOES NOT report the 1 unit thick brushes at "texture axis perpendicular to face" errors. so its nearly impossible to find them.
when will people read the entire thread before posting ignorant comments... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you're not going to upgrade to the best compile tools available, maybe Moconnor should compile fenris, instead of you insisting on deleting random stuff.
arguement of the week. you are a cornbread btw XD
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i'm not going to upgrade it, so stop bugging me<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
so stop crying about errors you will possibly have. its obvious that I will have a lot more errors if Im compiling with old tools.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->im only trying to get the map running right so sir_pepe doesnt have a massive headache searching for errors.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
sir pepe is working at fenris? would be news for me. and Im not shure if he is willing do to anything on this project even if you give him the map "back".
what I wrote was meant as generell information. but from what you said I begin to believe that you dont have any clue what you are doing at all. maybe you should gain some experience first and THEN try to swim with the sharks. because you dont have any teeth yet.
<i>(this guy is just too funny XD)</i>
Don't mess with him, he's the decompile master!
<!--QuoteBegin-GiGaBiTe+Jun 28 2004, 11:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 28 2004, 11:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->well if you dont believe i can do it goto the ns_fenris team thread and look at the cargo hive c it took less than 5 hrs to do that. so dont question my decompiling skills. you need to get more input from outsiders before you hax up a good map anyways.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
God, I love this quote.
yeah, come on i can take, gimme your best shot.<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
seriosly though Gigabite, easy on, hes recommending you use nems batch compiler which you should use as i keep telling you its better. and theres no way your gonna become a better mapper if you keep refusing to consider peoples advice and then givin out.
1 unit thick brushes are STILL brushes, i usually make func_illusionaries 1unit thick, i dont see why you consider them to be some sort of error. maybe untidy if there lying about the map,but still. . .
I did a compile last nite, rad took like six hours then i got the error max_map_lightdata. But i know how to fix it and i'm compiling again right now._
Wait, you're saying he doesn't use the decompiled parts as reference, but as actual pieces of the map?
Oh boy.
there are 1 unit brushes in the map. they must be gotten rid of so that rad runs right. i only deleted a vent that went to nowhere.
and heres it for you guys that its going in one ear and out the other
<span style='color:red'>no matter what compile tools i use. cageys, merls, zoners, and even the new zoners, they all CANNOT run rad with the 1 unit brushes left in the map. if you want to find them, get the rmf from Moconnor and find them yourselves.</span>
now if you fools cant get that, i give up on this map.
and as i said before, im not using nems batch compiler, and i cant use zhlt 3.0 because it crashes. and i have no idea where you got the impression im making the final compile, because im not.
and about the 45 minute compile, it helps if you have 4 gigs of ram and an athlon 64 3500+
i only made cargo hive c. and i used new brushes in place of old ones.
i only made cargo hive c. and i used new brushes in place of old ones. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So you're basicly mapping with 1 unit brushes? Good going, fool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
YOUR A F****** MORON!
i make maps with 16 unit brushes. not 1.
it feels like im explaining quantum physics to a class of people that cant add 2+2
But i cant map
I love Fenris though... its my favorite map....
WHy does it need to be remade though?? for b6?
Cuz afaik it works fine with B5
Anyways good luck as i really do love fenris... and this whole thread was like german to me but you have fun with ur stupid_****ing_errors_and_evil_compilation_errors
~Jason
But i cant map
I love Fenris though... its my favorite map....
WHy does it need to be remade though?? for b6?
Cuz afaik it works fine with B5
Anyways good luck as i really do love fenris... and this whole thread was like german to me but you have fun with ur stupid_****ing_errors_and_evil_compilation_errors
~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Source was lost, and the map really isn't in prime shape to be official, so it needed to be remade. (I'm pretty sure the map has like 400 entities, the official limit is 275, but I think Flayra and the NS Devs would let a few fly.)
And gigabite, just let moconnor compile the map already. All your doing is putting up a big fight.
oh wait whats this. . .I found some time, and not only that but . . .well see for yourself._
oh wait whats this. . .I found some time, and not only that but . . .well see for yourself._ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
TWELVE SIDED DICE!
So i take it it compiled with no need to remove anything?
and yes olmy, i didnt remove anything atol._
~Jason
I'm just thinking about that MS and I'm thinking, isn't it a bit cramped for an Onos, especially with all those ladders? I think it might be best to try and encorporate some ramps?
I'm just thinking about that MS and I'm thinking, isn't it a bit cramped for an Onos, especially with all those ladders? I think it might be best to try and encorporate some ramps? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, but the point was to remake it first, then make changes. So it's most likely that those things will be changed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'm just thinking about that MS and I'm thinking, isn't it a bit cramped for an Onos, especially with all those ladders? I think it might be best to try and encorporate some ramps? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah, but the point was to remake it first, then make changes. So it's most likely that those things will be changed <!--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><div class='postcolor'> <!--QuoteEEnd-->
Be afraid...