Posted: Mon Apr 28, 2008 6:46 pm
Also I just checked and my water wasteland 002a beneath is the same as yours. I do not appear to have the water_coast 01 beneath or its main texture.
Have you seen my coffee cup?
https://forums.obsidianconflict.net/
https://forums.obsidianconflict.net/viewtopic.php?f=8&t=1939
Sure, if you're up for it. I'll pm you the .vmf, but like you said I doubt it'll make a difference. I think this problem is more engine-based than computer-based, but anybody is likely to have a faster/better computer than me, so hopefully it'll work.fug4life wrote:want one of us to have ago at compiling it for you? Or you think it wont make slightest bit of deifference?
That's what I was going to try next, though I'm not entirely sure if there should be a form or function to my chopping. Most of the water is already chopped so it doesn't go too far under displacements. One of my other maps wasn't compiling due to the size of my water blocks, so perhaps I'll try out a compile chopping all the water up into bite-sized pieces.Prehaps try chopping some of the water brushes up into smaller or go the opposite way and make merge them to be larger?, make sure they are well trimmed at the edges under those displacements, dont let them shoot off to map edges if not nessercary etc, etc.
Aha!! I'm not the only one missing this texture!! Weird huh? I'm not sure how to fix it either, though I'm going to try extracting the .vmt from source materials and putting it in the obsidiandev folder. Perhaps the "source materials 2007" gcf doesn't have the same stuff as the "source materials" gcf.fug4life wrote:Also I just checked and my water wasteland 002a beneath is the same as yours. I do not appear to have the water_coast 01 beneath or its main texture.
Haha, that would probably work. I've also suggested an alternate solution that i'm going to try out as well, but that's also a good idea. If re-extracting the texture doesn't work, I'll extract one that DOES work and I'll re-name it to the one that's missing!! Brilliant, Blue!Blues wrote:DaMaN, you can just change the *_beneath* material in the VMT and make it point to an existing one of another water texture
Problem solved
My poor 's' always feels left out in these forumsDaMaN wrote:Brilliant, Blue!
Huh? Detahy is there when you need him (2pm to 11pm).fug4life wrote:Where's detahy when I need him!!!
Hehe, sure. I'll pm you the .vmf. I sometimes wish I could read german, 'cause it looks like they have a lot of good mapping forums in german. And Google Translate just doesn't do enoughBlues wrote:I could also do some test compile for 01 and look for errors that i know if you like...
If I don't find any solution then i could still ask in the german mapping forums where i'm registered.
normally you can get help for most of the problems there.
Nodraws behind displacements are primarily for blocking light and/or limiting the available space. Usually I find it helps for optimization, but I can see why regular cubeoids would work better. Also, I made this map over a year ago, so I don't remember all the stupid things I did (there's a lot).Blues wrote:I had some time today to look over the return_c17_01 VMF.
Seems you have screwed up a whole lot of Nodraw Brushes
outside so many of them have angular faces.
For vis blocking nodraw brushes behind displacements this is
of no use but it's annoying vvis.exe and so normally you wouldn't do it.
You should use normal cuboids with 90° angles instead.
Apparently you also didn't use func_detail in all cases wher it should be used.
especially for the angular tunnel ceilings in those mountains.
Same problem here: This screws up vvis.exe so it will take forever to
compile the map. (It's not very easy for vvis.exe to divide a map into
billions of vis leaves, because all the world geometry is skewed)
The hint-brushes outdoors are for conjunction with the big hill in the middle of the "pizza" -> by placing them like that it prevents anything radially on the other side from being rendered. Probably not making a huge difference having/deleting them thanks to fog, but w/e.Oh and why are the hint brushes outdoors placed like this?
It seems pretty weird, because it looks as if you wanted to
cut your map into 8 parts, like a pizza.
i've just deleted the angular ones of them, tomorrow i'll think about
the other ones again. Now I think they should be deleted and then
you should reconsider where to place hint brushes.
Hehe, gotta love those testsI'll continue (kind of) optimizing tomorrow, i'll try to compile when i've
finished, but this may take some days, because i'm writing multiple tests
this week...
Good Night
entdata [variable] 676868/393216 (172.1%) VERY FULL!
Thanks for the hint, i already thought about that, but there was nothing wrong with the origins.TheMoon wrote:That leak is probably caused by a misplaced origin.