New Map Ns_alamo And Leak Solution
F4F_Ender
Join Date: 2003-05-01 Member: 15976Members
<div class="IPBDescription">New Map ns_alamo and leak solution</div> Hi,
Here is the link and a few pics (you ll find much more of them on my site) of my brand new map. I really need your comments because it is my first map, so your help would be great.
Here is the link of my site to see pics and download it:
<a href='http://www.at-direct-from-france.com/cs/ns/mapping.html' target='_blank'>Fight For Freedom mapping page</a>
btw, the color on my site are not exactly the same as in the game.
As for my solution to find leak, I'm used to remove big parts of my map, and check if the leak is still here, if so then I destroy a smaller area... so and so... until i find the room for sure. Then when you have to find where it is in the room you do about the same. You make a big wall on the ceiling to be sure it works, and then the floor.... until you find where it is .... and when you know the wall that leaks it s not a pb anymore in general. LEAK has NEVER been a problem for me so far -- if you take your time creating a room it shouldnt leak much.
My real problem is the max_patch size, I have a horrible time not to "explode" the limit of the 65000 patches, so if you have any suggestions thanks.
F4F Ender -- Xenocide
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo0013.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo0020.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo009.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo008.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo006.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo0012.jpg' border='0' alt='user posted image'>
Here is the link and a few pics (you ll find much more of them on my site) of my brand new map. I really need your comments because it is my first map, so your help would be great.
Here is the link of my site to see pics and download it:
<a href='http://www.at-direct-from-france.com/cs/ns/mapping.html' target='_blank'>Fight For Freedom mapping page</a>
btw, the color on my site are not exactly the same as in the game.
As for my solution to find leak, I'm used to remove big parts of my map, and check if the leak is still here, if so then I destroy a smaller area... so and so... until i find the room for sure. Then when you have to find where it is in the room you do about the same. You make a big wall on the ceiling to be sure it works, and then the floor.... until you find where it is .... and when you know the wall that leaks it s not a pb anymore in general. LEAK has NEVER been a problem for me so far -- if you take your time creating a room it shouldnt leak much.
My real problem is the max_patch size, I have a horrible time not to "explode" the limit of the 65000 patches, so if you have any suggestions thanks.
F4F Ender -- Xenocide
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo0013.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo0020.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo009.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo008.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo006.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping.html/ns_alamo0012.jpg' border='0' alt='user posted image'>
Comments
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0020.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0001.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0003.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0015.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0006.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0008.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0013.jpg' border='0' alt='user posted image'>
<img src='http://www.at-direct-from-france.com/cs/ns/mapping/ns_alamo0019.jpg' border='0' alt='user posted image'>
Texture-scaling, -chop and-texchop set the patches size.
The more patches the longer takes RAD the better is the Lightquality (less blocky light).
The limit for max_patches is actually 65535, and there are several ways around it. The best is to use the -sparse option for rad, this will quadruple the max patches limit, though of course having more patches will make the compile take longer. You can also use the -nomatrix option which will also quadruple the max patches limit, but the speed of -nomatrix is hurt quite a bit if you have any opaque entities. Both of those increase the max patches at the cost of compile time with no decrease in quality.
Alternatively you can use the options -chop # (default 64) and -texchop # (default 32) increasing those will decrease the number of patches in your level, decreasing compile time as well but also decreasing quality, making shadows look more blocky and stair-step like.
The screenies look pretty good.
And yes the pics look promising. Though I don't know what these quadratic structures should be on the first pic.