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DXMP_Yard8


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~DJ~
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Re: DXMP_Yard8 - Postby ~DJ~ » 11 Jan 2012, 02:03


Chees wrote:Cheers DJ it's the motivation I really needed bro!


NO PROBLEM :-D

Chees wrote:Also to please DJ I will add the file CARONEELEVATOR.U file i have :roll:


WTF WEN I TELL U TO DO DAT? :ney:


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Re: DXMP_Yard8 - Postby Mastakilla » 11 Jan 2012, 16:31


Kalman did :o


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Re: DXMP_Yard8 - Postby [FGS]Chees » 11 Jan 2012, 20:33


Miss read sorry.


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Re: DXMP_Yard8 - Postby chin.democ. » 11 Jan 2012, 22:05


I would say this BSP fix is very urgent.


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Re: DXMP_Yard8 - Postby ~][FGS][Nobody~ » 12 Jan 2012, 00:54


Hmm yeah.. the BSP is pretty messy around that hole in the wall. That's what causes the invisible collision hull I think.
There's always the problem of making a compromise between authenticity and BSP at some point.

Only thing you could try as quick fix is to make the complex decorative add brushes in front of the hole to semi-solids and put their order to last.


Oh and Chinny..

THAT is a BSP fix that is very urgent. :-D
Shot0133.png


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Re: DXMP_Yard8 - Postby [FGS]Chees » 12 Jan 2012, 01:30


Bare with me people, this map has more issues than a schizophrenic monkey armed with a banana gun... un pealed I might add. I may be that monkey if this map continues to test my patients.


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Re: DXMP_Yard8 - Postby ~][FGS][Nobody~ » 12 Jan 2012, 02:01


Ok, to fix the BSP hole, you can do the following.
The corresponding numbers are on the picture to illustrate.

1. Make the big flat complex brush (here already orange) semi-solid
3. Make the small complex brush (here already orange) semi-solid
4. Select all three brushes (that are selected within the circle), do right click and set Order -> To last
5. After pressing F8 to open the rebuilder, goto BSP tab and set to optimization bar to 18
6. Select the radio box Optimal
7. Press the Rebuild BSP button
chees_todo.png


That should do the job.
In case you fixed it already, ignore this post. :-D


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synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.

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Re: DXMP_Yard8 - Postby chin.democ. » 12 Jan 2012, 17:45


I'm tempted to fix this without touching that bar, by simply making sure everything is neatly put onto grid, there are brushes which overlap and such so hopefully this could do the trick. My guess is that it is the complex chains that are the culprit.


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Re: DXMP_Yard8 - Postby ~][FGS][Nobody~ » 13 Jan 2012, 13:19


Technically it's no problem when brushes overlap, afaik. However, it matters HOW they overlap.
So yeah, usually Nobody touches this bar. :-D

Another general issue with the map is the note:poly ratio which still exceeds 2.8 (although it was even above 3 before my changes), but this can't be solely optimized by changing two brushes so far.


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Magus wrote:Maybe one day I will understand your arcane rituals of voting :)

chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.

synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.

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Re: DXMP_Yard8 - Postby ShadowRunner » 22 Jan 2012, 01:24


I haz discovered something useful.

Rebuilding in wireframe mode, even when it appears totally unnecessary to do so, is worth doing on account of ensuring no bugs.


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Re: DXMP_Yard8 - Postby ~][FGS][Nobody~ » 22 Jan 2012, 12:13


It worth doing it on complex maps in order to avert a crash within the rebuild process.


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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.

Magus wrote:Maybe one day I will understand your arcane rituals of voting :)

chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.

synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.

~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
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Re: DXMP_Yard8 - Postby chin.democ. » 22 Jan 2012, 17:41


When I rebuild Cozmo RPG I minimise the 3d window to nothing, that does the trick, I guess all we are doing is putting the edtior under less stress.


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Re: DXMP_Yard8 - Postby [FGS]Chees » 08 Apr 2012, 02:41


Yard 8 Beta2 is currently being re made. Not Fixes for the current map as the whole map is being remade from scratch. I will upload sshot's very soon.


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Re: DXMP_Yard8 - Postby ShadowRunner » 08 Apr 2012, 14:40


Just curious if Nobody's advice with the semis-worked for you. He's fixed a map of mine this way before.

Looking forwards to the next shots...


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Re: DXMP_Yard8 - Postby [FGS]Kalman » 08 Apr 2012, 15:32


Good luck! It will be a big challenge to rebuild the whole map
(why do you rebuild it? because there are a lot of duplicated actors?)


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