New Map Ns_alamo And Leak Solution

F4F_EnderF4F_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'>

Comments

  • F4F_EnderF4F_Ender Join Date: 2003-05-01 Member: 15976Members
    sorry the links for the pics didnt work, here they are:
    <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'>
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    A patch is one square pieche of light on a texture.
    Texture-scaling, -chop and-texchop set the patches size.
    The more patches the longer takes RAD the better is the Lightquality (less blocky light).
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    heh ender i havent seen some areas of that map yet, ill have to test it out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • azumawarriorazumawarrior Join Date: 2003-02-10 Member: 13393Members
    Got this from someone else, but when you compile with a leak it generates a pointfile and you can go Map>Load Pointfile(It will be in where all your compiled maps go). It will show a line going around your map, it will kinda give you an idea where the leak is. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    hmm when i tried that, it worked for the firsttime, then when i loaded it it never appeared anymore...
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    edited July 2003
    The best way to find a leak is with Quark, it's much better at showing you where the leak is then Hammer. Leaks have never been a problem for me either.

    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.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    hmm i dont have a clue how to include sparse <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> is it any good?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    You include the "-sparse" parameter onto hlrad the same as any other. Basically all it does is tell rad to use a different algorithrim so that you can break the 65k limit on patches. It slows down the compile a little so you shouldn't use it unless you need to, but there's no decrease in light quality or other side-efforts. So if you're having trouble with max patches there's no reason not to use -sparse or -nomatrix. (nomatrix is <i>essentially</i> the same as sparse, just even more patches and even slower. nomatrix is especially slow if you use opaque entities, so if you need to use it you could be in for a very long compile time.)
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Hell I thought my internet radio station player had a bug, but it was just the background sound of your mapping site <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    And yes the pics look promising. Though I don't know what these quadratic structures should be on the first pic.
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