Can not place cysts

FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
edited June 2012 in Mapping
Hi everyone!

I am getting crazy ;D

I got the following problem:
<img src="http://FoelliX.de/temp.png" border="0" class="linked-image" />

The view is the same like the commander view. I cant place any cysts on the ground if i connect the two faces. It does not change anything if i connect them with a face or a prop. It does not change anything if i make the room smaller or bigger.

I remade the whole room and the rooms next to it. But problem keeps existing.
If i try to place a cyst on the ground it turns red and i got huge fps drops.

Please help me! Tell me how to fix that... please ;D

Thx, FoelliX


EDIT:
Here are ingame screenshots showing the problem:
<img src="http://FoelliX.de/temp2.jpg" border="0" class="linked-image" />

Comments

  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited June 2012
    Hi,

    i can't tell you why it isn't working. But if the problem drives you crazy, maybe you can fix it temporarily with a "CommanderBuild" face.

    Do the two faces have to be separated or can you just make one face and "cut" it into two with the line tool? Can that solve the problem?
    Ah, i just noticed, it is the other way round... hmm
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    I believe it was giving me problems in placing cysts where I haven't placed any Navigation_Waypoint entities. You could try placing some of those around the map.

    BTW, you need two nav_waypoint entities per area. One having the center in the ground. Ex: --(--)-- And the second one 60" above the first. Apply each entity in their respective Layer and Groups. ( Name them AirWaypoints and GroundWaypoints )
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I thought they changed that you need waypoints. The build should automaticly add a waypoint mesh to your map. You still have to add a "pathing_settings" entity.
    But this reminded me on the console command "nav_debug". It makes the navigation mesh visual so you can check out if that is causing the problem.

    It doesn't make sense because it works fine with the small face, but maybe the big face is too far below the cyst chain. Could adding stairs solve the problem? From time to time i had to place a cyst onto a stair in order to reach the ground below, even if it would had been in "cyst range".
  • FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
    No, even if i move the face up, the problem isnt solved.

    I will try both suggestions (waypoints, nav_debug) later on today.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    The waypoints are not needed anymore, so you don't even need to try that.
  • FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
    After refactoring the room a third time. And using nav_debug (ty Sentinel). Supported by Trainee's aura i found the source of my problem. The room is connected to the room next to it by an alternative way through two doors. Removeing the doors equals removing the problem. Since i knew that, i can do a workaround which is O.K. ;D

    Thanks everybody.

    #SOLVED!#
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I am glad that helped :D Never trust spark! ;)
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