It still slices leaves at junctions as normal, you just dont get the slices every 256 units or whatever it is, which is the main reason source pukes at large areas. As i understand it, you should only need a handful of hints, maybe one for each large area you have, and vis will wort itself out for the rest.
I knew about how it doesn't do the slicing, but I didn't remember how it treated other areas, which is why I said may.
Ok cause steam screwed the chat... Those two textures dont look good without something to seperate them and i think people in exploding tanks can see the roof. (the rood that isnt their D: ) 2 two easy rocketsnipe positions across the whole map I think you know that the "water" has no color but to show u If you make the windows like that (a block of concrete above them) the bunkers would be usefull because you cant spam he so easily in it anymore. oh and is their a reason why NF has no bunkers ?!?!?!
HE should be able to clear out bunkers, they shouldn't be impenetrable. BE has the bunkers because if you check out the map overlay long enough you will see that NF has refinery advantage AND the early game LT advantage. This resulted in me suggesting changes that may, or may not benefit a brenodi team.
yes I noticed it, tried to fix it by also putting foggy water in the gorge but that didnt work out. So I lowered the slime to make it less obvious
Silk made that map and if I remember correctly now, he got that water from someone else. :p But ask Silk, he'll show you a way.
Latest pictures: http://www.hlrse.net/empiresvhe/Blight/emp_hazard_v30000.jpg http://www.hlrse.net/empiresvhe/Blight/emp_hazard_v30001.jpg http://www.hlrse.net/empiresvhe/Blight/emp_hazard_v30002.jpg http://www.hlrse.net/empiresvhe/Blight/emp_hazard_v30003.jpg As you can see there are some shadow errors in the gorge, the 3d skybox worked out nicely though.
ffs, runnig buildcubemaps now crashes hl2.exe! It does work on other maps and I tried the strange solution I found on google which was to change the language to something else and then back to english. Anybody know what could be wrong?
the classic one for that crash is .bsp size iirc, try increasing the lightmap scale on some textures and the map size will decrease and you might not get the error. If the map is only 10mb then that shouldn't be your problem, more likely if it is 50-60mb though.
its 70 mb rofl Meh, I reduced all lightmaps on brushes from 16 to 24 and it took like 2 mb off. It still crashes at 68mb file size. I could start increasing lightmaps on displacements but they all have different values. Is there any fast way I can change them all at once without cocking up lighting in some area's? Ok, I have made all models non solid and placed clip brushes where needed. Might be a bit crude but that should also decrease bsp size. *EDIT* It's now 66 mb.
From the Valve wiki. Also, if you have two env_cubemaps in the exact same position, that too can cause a crash. And lightmaps should always be a power of 2. I.e. 1, 2, 4, 8, 16, 32, 64, 128....
I used my server to compile the map, took about 15 mins, file size is 65 mb you can compile just about any size of map, just means it needs more cpu I bzip'd it and uploaded it to my ftp, just awaiting blight's approval to release it
OMFG 15 minutes? My resolution is set for a 24'' widescreen so that shouldn't be the problem. Also, the lightmaps on some of my displacements are uneven numbers. But I think this happened automatically.
I'd set lightmaps for most things at default to be 64 or higher, maybe 128, and then select areas which will have more detailed shadows on them and there ramp the quality up to 32 or even 16. having 16 everywhere is a bit ott really isn't it?