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Old 10-17-2007, 08:38 PM   #201
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This thing lokks really good man! well done, can't wait to play it.
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Old 10-21-2007, 05:32 PM   #202
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well due to copy/ paste errorz for pasting the blue base i am now calling the map a fail... sorry to kill everybodys hope for playing the map. its retarded errors that has to due with hammers limp dickness
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Old 10-21-2007, 05:45 PM   #203
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duuuuuuude you cant just quit after all that work and awesomeness. FIX IT I WANT PLAY! dont make me start the release train...

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Old 10-21-2007, 06:17 PM   #204
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make hammer stop being a piece of junk and let you copy the base!!! this looks too good to throw away!

p.s. thanks for the help on my mappy
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Old 10-21-2007, 06:27 PM   #205
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NOOoOooOOooooOOOo you must never give up boh!
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Old 10-21-2007, 08:04 PM   #206
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Old 10-21-2007, 11:08 PM   #207
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well, its done it 2 times now last weekend and this one. i saved before i pasted for the blue base this time... which is what is killing it. after i paste it says too many vertice translations blah blah blah and when in game sertain brushes will cut out and dissapear, ah well that brings me to thinking that its because i pasted to much at once.. hmhm ill have to try to paste incremental setments next time ... dunno

-edit also this time it said a whole bunch of lights and ambient generics leak but there inside the damn map !
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Old 10-21-2007, 11:38 PM   #208
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If you cant mirror it just make it half the map and change gametype around.

Looks really big anyway.
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Old 10-22-2007, 12:57 AM   #209
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Post your compile log. It will probably say your maxing out the compile limits. That means you have too much brushes and stuff. You can see how far over you are and see if its worth cutting a few bits of detail out to get it under the limits and it will work fine. In theory...
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Old 10-22-2007, 04:43 PM   #210
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Quote:
Originally Posted by BumGravy
Post your compile log. It will probably say your maxing out the compile limits.
well thats the trip , i did just that and it still did it , and i really dont have much stuff in the map, its pritty damn basic really. i cut so much stuff out and it still did it. it's saying to many vertice translations or something to that matter, wich from what im gathering i lost something in the copy paste phase.. i draged the selection box around the whole map. copy , paste special and then flip it horizontal or however to get it mirrored, then move it around 5000 units / join it with red side.... also, what i really think the true problem is, the fact that the map is nearly 100% open to view, and is around 10,000 units tall x 10,000 long... although the map i did for the mod Empires called Emp_slaughtered, used every single unit of the gridspace( lol even more really because the skybox was extended past the outer limits of space before it was scaled down) and has about an 18,000 vis limiter , the only difference was that it was built 99% of displacements. ( it also took 33hrs to compile with only 2 sunlights )
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Old 10-22-2007, 09:07 PM   #211
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Old 10-27-2007, 04:12 PM   #212
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ok heres the scoop all, im done( gave up ) with the map and actually hoping to start a new badass ctf map, for the life of me i dont know wtf is going wrong here but i get this error in compile
Quote:
Originally Posted by Toilet Plunger of a hammer
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0, 6814.0, 3256.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
this however points to open space, go figure... also it says lights are leaking that are inside the map and theres no holes to leak to..
also "only" when i paste the blue base i get this error
Quote:
Originally Posted by Half life Poo
Too many vertex format changes in frame, whole world not rendered
and its cuting out bits of the map(they dissapear) at sertain angles
i have no clue as to what the deal is but i dont think i can salvage this one
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Old 10-27-2007, 04:26 PM   #213
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Quote:
Originally Posted by Interlopers.net
Usually, this error is caused by a leak, so fix it if it is.
If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level. I don't know the details (apart from the vague description in this error) but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

Solution:
Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail).
http://www.interlopers.net/index.php?page=errors

If you still have trouble I can have a go at figuring it out if you like, I would be more than happy to help you out. Pm me if you want me to take a look.
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Old 10-29-2007, 01:42 AM   #214
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I had a error like that in a map I started.

My problem was that there wasn't any entities I guess, the info_ff_teamspawn wasn't cutting it, adding just one single light let the map compile.

If you really are done, please post your map file so we can all look at what a mess you made ;P
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Old 10-29-2007, 03:08 AM   #215
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major: actually i let owner take a look at it and i guess hes got it working now, he had to cut out a lot of things that i was hoping would make it into the final product but i guess if it runs who cares ! i would like to thank you owner for the hard work....i hope everybody has a blast and i will give owner credits in the map txt
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Old 10-29-2007, 03:44 AM   #216
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ahh sweet
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Old 10-29-2007, 04:21 AM   #217
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Quote:
Originally Posted by barronofhellion
major: actually i let owner take a look at it and i guess hes got it working now, he had to cut out a lot of things that i was hoping would make it into the final product but i guess if it runs who cares ! i would like to thank you owner for the hard work....i hope everybody has a blast and i will give owner credits in the map txt
do you know any signifcant cuts that might affect gameplay?
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Old 10-29-2007, 07:39 AM   #218
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nobuild in the yard.

Lolz. Anyway, how much does it look like the original Hall Of Giants? I'll have to admit, I haven't followed this thread but it does spark my interest quite a bit, also what's the FPS like on the final product? I know my crappy computer is keeping me behind when I like to play FF currently, I expect it'll only hinder me more on your map :P
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Old 10-29-2007, 09:12 AM   #219
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Gameplay tweaks were removing a direct physical link between spawns and removing a doorway, theres an alternative route so its not a big deal and the spawns could be linked via teleporter. That was done to try and make it run faster so it was for a good reason and shouldn't affect things too much.
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Old 10-29-2007, 01:20 PM   #220
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yea it wouldn't be much of a gameplay tweek at all, i just thought it would be cool to have as one of those oh whats this over here... oh wow ...
bah and now im geting this
Quote:
Originally Posted by Lammer
Too many t-junctions to fix up!
and the definition of this =
Quote:
Originally Posted by http://www.cstrike-planet.com/tutorial/24
Too many T-juncs to fix up!
(from Jeff Lane, Valve) "VBSP does cleanup of edges where func_detail geometry meets world geometry to avoid getting visual cracks. One of the ways it does is this by elminating t-junctions. It sounds like you may have hit a limit of the number of those cleanups in the level.
If that is the case, you could fix the problem by reducing the number of func_detail brushes in the level, especially ones that touch non-detail geometry. It's probably a sign that you have too much complex brush geometry in the level, and would benefit from having some of it be model geometry instead."
so i guess ill have to go in and make more of these world models or make a damn model for the lights or something ...
oh and wet mule/ i think it should run fine once it get debuged.. theres no really much to the map but its a b**** geting it to work at all lol

Last edited by barronofhellion; 10-29-2007 at 01:30 PM.
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