IM GOING NUTS :@
IM GOING NUTS :@
WHY.
DO.
I.
GET.
THIS.
EVERYTIME.
I.
MOVE.
THE.
CAMERA.
INTO.
A.
SPECIFIC.
SPOT.(Northwest i think, it doesnt matter tho, just WHY?!??!?!?!!!??!)
?.
The viewport just freezes, cant close it, cant open a new one, i only see the 'frames' of the DeusExMovers, and the black-cyan grid.
(unrealed)
Re: IM GOING NUTS :@
This position, or the same from the opposite side.
It only happens in textured or dynamic light views.
It only happens in textured or dynamic light views.
- chin.democ.
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Re: IM GOING NUTS :@
Probably due to off the grid mapping.
Re: IM GOING NUTS :@
are you trying to tell me to move all the 1200 brushes onto the grid?
- Magus
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Re: IM GOING NUTS :@
Yes. They should be on the grid anyway, so where's the problem?jager774 wrote:are you trying to tell me to move all the 1200 brushes onto the grid?
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
- [FGS]Chees
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Re: IM GOING NUTS :@
The editor is very picky. If anything is off grid (brush work) it will crash, if an actor is out of place it will crash. even lighting is a pain in the editor. Find the culprit fix it end of problem hopefully.
Re: IM GOING NUTS :@
1200 brushes? Unreal Engine seems to only be able to render so many surfaces at once. On most big/detailed maps you can crash it by ghosting out and trying to look at as many surfaces as possible at once
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Cozmo_RPG (v1 & v2)
MPConversations - A great tool for creating co-op or rpg content. It will never be used.
- ShadowRunner
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Re: IM GOING NUTS :@
I've been mapping for like 6+ years and the only time I get total meltdown on a map was because of human error as people are describing, some sort of grid issue is springing open the can of worms and weird stuff begins to happen to other non-brush related things like lights or actors, which is somehow inextricably linked to the brushwork/gridwork issues.
When judging the map competition, I came across at least one example also of a mapper who had been creating brushes and didn't realize how many brushes he had actually created, or what random brushes were floating around outside his map.
I think it is really common that people make errors that are unnoticed.
When judging the map competition, I came across at least one example also of a mapper who had been creating brushes and didn't realize how many brushes he had actually created, or what random brushes were floating around outside his map.
I think it is really common that people make errors that are unnoticed.
Re: IM GOING NUTS :@
1428 brushes
And about ~100/200 trees on the map, as you may have seen that on the wireframe picture above.
I think that then the amount of brushes and surfaces is the main problem, by the way, in-game its all fine, no crashes, only 2 BSP holes, a small one, and a freaking huge from a really specific spot, which can be fixed somehow
Whenever I rebuild, i turn geometry optimization off, and adjust the top slider to 55, the bottom slider to 30, and turn pathing off.
Do these settings fit such a map like this?
If not, how should they look like?
I think i'll start removing some brushes, or intersecting some of the most 'brushy' parts into less brushes.
Will that help?
Plus, the last question, half of the brushes are off grid, mainly because not using the powers of 2, if I cant fix the problem by reducing the amount of brushes, Can i just change the brush sizes to replicate the powers of 2, do a Select All, turn the drag grid on, vertex snap on, and drag everything a little bit away so they may snap onto the grid?
And about ~100/200 trees on the map, as you may have seen that on the wireframe picture above.
I think that then the amount of brushes and surfaces is the main problem, by the way, in-game its all fine, no crashes, only 2 BSP holes, a small one, and a freaking huge from a really specific spot, which can be fixed somehow
Whenever I rebuild, i turn geometry optimization off, and adjust the top slider to 55, the bottom slider to 30, and turn pathing off.
Do these settings fit such a map like this?
If not, how should they look like?
I think i'll start removing some brushes, or intersecting some of the most 'brushy' parts into less brushes.
Will that help?
Plus, the last question, half of the brushes are off grid, mainly because not using the powers of 2, if I cant fix the problem by reducing the amount of brushes, Can i just change the brush sizes to replicate the powers of 2, do a Select All, turn the drag grid on, vertex snap on, and drag everything a little bit away so they may snap onto the grid?
- ~][FGS][Nobody~
- Illuminated
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Re: IM GOING NUTS :@
When working on DXSG_CMD_V1, I experienced such problems too in the last stages before finish.
I used to stay in the perspective view and just changed to texture view, when necessary.
I used to stay in the perspective view and just changed to texture view, when necessary.
Nobody is perfect...
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Re: IM GOING NUTS :@
Yea i think by now i was able to solve the BSP holes caused by many misaligned brushes at one point.
Reduced the number of brushes to 1300, still trying to go dooooooooooown to at least 1200 or less.
I just gotta stay in Wireframe or the Perspectives.
Ah and off-topic but this cover is freaking epic:
https://soundcloud.com/andrea-pinna-1/d ... racy-human
Made by the brother of Edoardo Pinna, a random DXMP guy :P
Reduced the number of brushes to 1300, still trying to go dooooooooooown to at least 1200 or less.
I just gotta stay in Wireframe or the Perspectives.
Ah and off-topic but this cover is freaking epic:
https://soundcloud.com/andrea-pinna-1/d ... racy-human
Made by the brother of Edoardo Pinna, a random DXMP guy :P