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I don't get this, I put 10 chairs but only 3 shows up. But I can stand on it. It's invisible and I didn't set it to invisible.
http://img339.imageshack.us/gal.php?g=qla.png
I haven't broke any chairs yet.
Btw, when I don't put the chairs to an entity. All of them show up, but if I do, 3 of them only shows up.
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2009 Nov 28 at 19:22 UTC
— Ed. 2009 Nov 28 at 19:23 UTC
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Strange.
What entity type are you making them?
And what textures are you using? Like what is the little white texture in each chair?
The game will hide objects it thinks you can't see. So it could also be a problem with hlvis.
If all else fails, leave them as non-entities or delete them and re-copy one that is OK 7 times.
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2009 Nov 29 at 00:20 UTC
— Ed. 2009 Nov 29 at 00:20 UTC
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These chairs, are for musical chairs. :D
I put the little square on the middle of the chair so, who ever is on it, wins. Because sometimes they don't know who got on the chair 1st. I'm making them as "func_breakable". Textures are, "Wood01" and the white squares are "white".
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2009 Nov 29 at 02:43 UTC
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Or, should I try to download the final version of ZHLT?
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2009 Nov 29 at 02:43 UTC
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Please help!
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2009 Nov 29 at 16:15 UTC
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Ok, wtf? I just got in my map. And when there's 3 chairs showing, right? And then, I went to break 1 chair. Then the invisible chair pops up. Then I broke another one, another chair pops up. I should have 10 chairs but in game, only 3 show up.
Wierd.
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2009 Nov 29 at 16:33 UTC
— Ed. 2009 Nov 29 at 16:33 UTC
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OMG, my buttons are not even showing up... And my healers.
http://img222.imageshack.us/gal.php?g=ab1.png
PLEASE HELP!!!
I have a question. Is it bad building like outside the main map? I mean like not inside where everything is.
Because I'm making a secret room using a teleport to get down to the secret room.
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2009 Nov 29 at 16:48 UTC
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jrkookid
Half Irish, half NOT FUNNY
2007 May 27 • 1415
110 ₧
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Stop Quadriple posting. Theres a button called EDIT under your post.
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2009 Nov 29 at 16:58 UTC
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My bad.
Here's the rmf of the map. Please take a look at it. See what is the problem.
It's still laggy cuz, I didn't put any light entity yet. Sorry. :(
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2009 Nov 29 at 17:25 UTC
— Ed. 2009 Nov 29 at 17:27 UTC
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2009 Nov 29 at 17:26 UTC
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Omg, everything is just disappearing... When I drop my gun it disappears but, I can still pick it up, I can't see it.
WHATS WRONG!!!!!
Here is an updated rmf.
Can someone fix the problem for me? And make my chairs, in the pool room by the buttons, breakable? Please!
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2009 Nov 29 at 20:29 UTC
— Ed. 2009 Nov 29 at 22:22 UTC
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I compiled my map with "light" and it says.
EXCEEDED MAX_PATCHES
I think that's why the chairs and the other stuff not showing up in game.
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2009 Nov 29 at 23:57 UTC
— Ed. 2009 Nov 29 at 23:58 UTC
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Slackiller said: When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.
Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.
Barring having a box, the other cause is large maps. The fixes are varied but can only help so far.
* Remove any "box" from around your level and fight the leak leak leak war the right way.
* If you have not boxed in your level, then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower.
* Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows.
* Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer patches for lighting.
Did you make a box (skybox) around the whole map?
...and that's the bottom line because Mate de Vita said so.
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2009 Nov 30 at 11:45 UTC
— Ed. 2009 Nov 30 at 11:45 UTC
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Nope.
Well, I put like wires around the top of the walls in my swimming pool room.
And I put a sky like behind the wires, because I'm going to make them as "Solid - 255". Is that a problem?
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2009 Nov 30 at 15:37 UTC
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I put -chop 256 after hlrad as seen here.
And it worked.
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2009 Nov 30 at 15:39 UTC
— Ed. 2009 Nov 30 at 15:39 UTC
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Sushi said: I put -chop 256 after hlrad as seen here.
And it worked.
Yeah, the -chop flag will mostly solve this problem but it can cause problems with lighting as it says in the slackiller quote I posted.
...and that's the bottom line because Mate de Vita said so.
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2009 Nov 30 at 22:03 UTC
— Ed. 2009 Nov 30 at 22:03 UTC
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