my map is all screwed up

W

Wraith

Guest
i checked the log, no errors! but i tried it on 2 comps and it didnt work, someone help me out?
 
Can You Post Your Compile Process?

Also when you run the map from the console, does it say "bigmap not found on server" ? Or Does it Just Turn Black? If Not What Happens?
 
I downlaoded it and compiled, ran it and got errors. Your problem si that you have to many entities in those rooms, I deleted them all and it ran fine. So limit down the amout you have in there and it will run fine. :)
 
Originally posted by Dux
I downlaoded it and compiled, ran it and got errors. Your problem si that you have to many entities in those rooms, I deleted them all and it ran fine. So limit down the amout you have in there and it will run fine. :)

That Should not be a problem. You can Place as many entities as you want, aslong as they get there space.I have made rooms wiht a hell of a lot of entities and nothing goes wrong. I wanted to see how many i could have at the same time before my Frame Rate Drooped to 24 (it was about 67 monsters) In this case it looks like they did.
The only problem i can see wiht this is that one of them may be in a wrong position.And there are no lights.
 
AgentXen youre wrong, theres a hardcoded limit on entities per level plus too many entities in the view frustrum causes an overflow
 
Originally posted by hax
AgentXen youre wrong, theres a hardcoded limit on entities per level plus too many entities in the view frustrum causes an overflow

I never got an over flow. Every thing worked fine for me.Frame Rate Dropped is all.
Do you know what the limit is?
 
No lights woudlent be a problem. Tho the problem was from his Entity usage, SVC_BAD overflow temporary ents. That error was either casued by a brush based entity that was not compiled correctly or he had to many entities that created and or called on breakables pushable crates or gib shooters.

:)
 
how do you add crates and other dynamic (breakable, pushable, etc etc) objects? i would REALLY like to know how to add doors, thanks!
 
I've had serveral problems with too many entites in a level, there are also constraints with the maximum entites viewable a t atime, sometimes the game renders entites that are not visible, but that are in the view fustrum. Hopefully HL2 will have more flexible limits.
 
Originally posted by Wraith
how do you add crates and other dynamic (breakable, pushable, etc etc) objects? i would REALLY like to know how to add doors, thanks!

Just Make an object that looks like a door like a rectangle. Then click it and press Alt-T and change its properties to "door",breakable,water or anything ealse you might need. Then Adjust the rest of the properties that apllie to the selected entitie.
 
might wanna try out counter-map and the VERC for tutorials if you're just starting as well.
 
Id recommend www.cs-maps.co.uk personally, me and my mate write Tutorials for them and help out frequently in the forums.
 
Originally posted by AgentXen
Just Make an object that looks like a door like a rectangle. Then click it and press Alt-T and change its properties to "door",breakable,water or anything ealse you might need. Then Adjust the rest of the properties that apllie to the selected entitie.

no, U make a pole and give it that origin texture to make it an origin brush, then you make it swing (deleted long winded BS) then you attach the door and bind them into 1 object
that only applies to rotating doors
if you did it your way it would have no point to base its rotatioon on
it takes a while but if you copy+paste you only have to make 1
 
Originally posted by Quackzilla
no, U make a pole and give it that special entity or whatever texture to make it invisible or whatnot, then you make it into a bASE FOR A DOOR ALLOWING IT TO SPIN then YOU ATTACH THE DOOR (ignore my caps) and bind them into 1 object
that only applies to rotating doors
if you did it your way it would have no point to base its rotatioon on
it takes a while but if you copy+paste you only have to make 1

He Did Not Specify a Rotateing door.
And that whatever texture is not called a "whatever texture". Its Called ORIGIN.
 
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