RPG map Early days.
- [FGS]Kalman
- Throne/6G
- Posts: 931
- Joined: 20 Aug 2010, 15:52
- Location: 9th circle of hell
- Contact:
Re: RPG map Early days.
Very strange
Did you tried manual detect with after changing this?
Did you tried manual detect with after changing this?
Re: RPG map Early days.
Yes.[FGS]Kalman wrote:Very strange
Did you tried manual detect with after changing this?
ShadowRunner wrote: There's paranoia and anger everywhere about fps, people are taking 0a FAR too seriously, liven the game up and make it more fun for EVERYONE. (and me and Chees lol)
- [FGS]Chees
- Cherub/7H
- Posts: 1187
- Joined: 13 Nov 2011, 15:37
- Location: UK
Re: RPG map Early days.
Didn't work either. i did fix the manual detect. for some reason the is a system folder within the deusex\system folder so copied the .exe to there (build.exe) is in there to no idea what it is! and hey presto i can manually detect, but still no in game functions
Kalman do you still have your patch you used to patch deus ex? it may have something to do with the patch version me and majster have used.

- [FGS]Chees
- Cherub/7H
- Posts: 1187
- Joined: 13 Nov 2011, 15:37
- Location: UK
Re: RPG map Early days.
This galleon/ship map is becoming a dam right challenge, it's at 7.5mb and still not finished. What's the acceptable mb size for a 0 aug map anyone?
- chin.democ.
- chinny!
- Posts: 2823
- Joined: 10 Aug 2006, 17:19
- Location: London
Re: RPG map Early days.
At around 5.5megs and over I tend to get issues with BSPs etc, you have to map clever at that stage and beyond. The limit for 0 aug? there is no limit but I don't think I've seen a 0 aug map as big as 6 megs or more?
- ~][FGS][Nobody~
- Illuminated
- Posts: 5348
- Joined: 26 Oct 2005, 16:59
- Location: Schland!
Re: RPG map Early days.
If it''s too big, we turn it into a superrocket map. 

Nobody is perfect...
-----------------------
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
-----------------------
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.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!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.
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
Re: RPG map Early days.
By "too big" do you mean Fly the Planes big?~][FGS][Nobody~ wrote:If it''s too big, we turn it into a superrocket map.



- [FGS]Chees
- Cherub/7H
- Posts: 1187
- Joined: 13 Nov 2011, 15:37
- Location: UK
Re: RPG map Early days.
issues with BSPs haha you're telling me! it hit 6 and started turning walls into big see through holes, click a light it will crash it on ued 1/2 and 3 (only added 2 light actors)..so far! 20+ min geom rebuild and keeps asking script rebuild aswell. I'll hit 60 buy the time it finishes
have saves so will draw back and fix! I haven't had this problem with the rpg map yet and thats at 6.2 over a city area, but give it time i guess! anyways if I'm not on line I'll be mapping! or in the club with the lady's
playing it cool 




Re: RPG map Early days.
Yeah chees go have a nice threesome or somethingChees wrote: or in the club with the lady'splaying it cool

- [FGS]Kalman
- Throne/6G
- Posts: 931
- Joined: 20 Aug 2010, 15:52
- Location: 9th circle of hell
- Contact:
Re: RPG map Early days.
Use more semi-solids, and try to reduce the size of map (MBs)
- ~][FGS][Nobody~
- Illuminated
- Posts: 5348
- Joined: 26 Oct 2005, 16:59
- Location: Schland!
Re: RPG map Early days.
Also you should try to re-order the brushes.
When the BSP tree is built, the order of the processed brushes can have a big effect.
Try to chain add-brushes that cause BSP problems to the end of the internal brush chain.
This is done by right clicking to the brush..
then in the context menu click to "Order" -> "To last"
MIND: Since this changes the brush order, it also changes the order how brushes are applied to the world!
Setting the order "to last" on decorative add-brushes is a good thing on areas with BSP problems.
Setting the order "to last" on big subtract-brushes that define the boundaries of a room would cause that room to be empty, because all devorative elements would be "behind" the subtract brush.
The same thing would appply to add-brushes.. so if you made an add-brush and devorative subtract-brushes inside the add-brush then, all internal subtracts would the "behind" the add-brush and the add-brush would look solid again.
I elaborate that in such a detail because you can also REALLY fück up your map with that, if you don't know what you are doing.
However a general rule of safety is to just re-order brushes that do not contain brushes within themself.
When the BSP tree is built, the order of the processed brushes can have a big effect.
Try to chain add-brushes that cause BSP problems to the end of the internal brush chain.
This is done by right clicking to the brush..
then in the context menu click to "Order" -> "To last"
MIND: Since this changes the brush order, it also changes the order how brushes are applied to the world!
Setting the order "to last" on decorative add-brushes is a good thing on areas with BSP problems.
Setting the order "to last" on big subtract-brushes that define the boundaries of a room would cause that room to be empty, because all devorative elements would be "behind" the subtract brush.
The same thing would appply to add-brushes.. so if you made an add-brush and devorative subtract-brushes inside the add-brush then, all internal subtracts would the "behind" the add-brush and the add-brush would look solid again.
I elaborate that in such a detail because you can also REALLY fück up your map with that, if you don't know what you are doing.
However a general rule of safety is to just re-order brushes that do not contain brushes within themself.
Nobody is perfect...
-----------------------
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
-----------------------
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.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!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.
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
- ShadowRunner
- It's over 5000!
- Posts: 6882
- Joined: 28 Feb 2006, 21:07
- Contact:
Re: RPG map Early days.
Skyline is like 10mb or something. Generally SDK will start spewing crap at you after 6mb, usually just editor bugs to begin with, just close the editor and re-open.This galleon/ship map is becoming a dam right challenge, it's at 7.5mb and still not finished. What's the acceptable mb size for a 0 aug map anyone?
Generally also, after 6mb, I tend to only make about 300k changes then rebuild, just a few brushes, rebuild, a few more, rebuild.
If you bung me/link me to the map I will take a look, I've worked on many maps over 7.5meg.
- [FGS]Chees
- Cherub/7H
- Posts: 1187
- Joined: 13 Nov 2011, 15:37
- Location: UK
Re: RPG map Early days.
I will send it next week bro if i have time, I've yet to look at it again since it's took the urine! it has no sky line yet LMAO
it will go breasts up if i add one now!

- [FGS]Chees
- Cherub/7H
- Posts: 1187
- Joined: 13 Nov 2011, 15:37
- Location: UK
Re: RPG map Early days.
My response Edited by the admin! Noted admin will use less offensive words in future..by bad 

- Magus
- THIS IS SPARTAAA!!!
- Posts: 341
- Joined: 27 Aug 2005, 15:41
- Location: Manchester, England
- Contact:
Re: RPG map Early days.
I'm curious as to how you got UEd 3 to work with Deus Ex...Chees wrote:click a light it will crash it on ued 1/2 and 3 (only added 2 light actors)..so far!

-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"

