Jump to content

Szico VII

Members
  • Posts

    1,054
  • Joined

  • Last visited

Everything posted by Szico VII

  1. Q3E Minimiser 1.5.1 has always served me well...until JKG that is, who in their infinite wisdom blocked it from working :/
  2. Not that I want to start another radiant war. But no...just no. 1.4.0 FTW However if it does exist in one version of 1.5.0 deffo use it, thatll sort all the degenerate planes which are usually caused by misaligned vertices (as pande says)
  3. This is why the brush cleanup plugin for 1.4.0 is sorely missed in 1.5.0. Next time just load in 1.4.0, use bobtools brush cleanup, save, then return to 1.5.0
  4. apparently you didnt get all the pk3s.... extras.pk3 has all the system textures in it, you should find it else youll have no way to distinguish visually between caulk and real missing textures
  5. Just out of curiosity, if you load it in 1.4, save and compile from there do you still get the errors?
  6. Whats with all the shader not found errors then
  7. You shouldnt change the entity list halfway through an old map - use it on a new map and itll work fine! If you saved it then yeah...you cant reverse it. You could however just revert to the autosave.map or the mymapname.bak file from most recent compile (rename it to .map)
  8. Also, restoring the old .def file should fix all your issues if youve tried to edit an old map using the new entities! No need to do it manually ;o
  9. Also see readme - "Special note to non experienced moders of this file. If you want to mod the order of entities in this list on the actual file you can not change the order and go back to a map that used a different order and deleting them really messes up the old maps BAD!!"
  10. The file works fine - dont know what happened to you mug but the entity definitions dont change anything in the .map file. Unless you saved it with problems. Been using it for years - just reinstalled radiant and reinstalled this to check - works fine. Not a broken file, sorry!
  11. The limit is 32768. Thats why so many brushes have been converted into ASE models (to reduce brush count.) Some were converted for rotation and detail also but ...yeah. And patches arent counted under this limit unless you compile with -patchmeta I think... Problem with converting large brush work (like a building front as you say) is that ase models cant act as a structural brush, and of course need clipping/caulking instead (thus basically adding the brushes back in) so theres really no point with that kind of structure.
  12. Heres a pre-made underwater base. Just sayin'. However you can never have enough underwater bases ;D
  13. Bout 25,000, around 35,000 including those in ASE models, and around 50-60,000 if you include patches
  14. Yes thats what I said? But it keeps trying to make me re-update to the same version.
  15. Also it keeps telling me to update the launcher every time I run,l even though ive 'updated' to 1.0f TWICE.
  16. I REFUTE ALL CLAIMS OF SHENANIGANS. Also, still not working.
  17. Was sort of hoping someone here had the technical knowhow to simply edit q3map2 binary to increase the limit Want to avoid -notjunc. And obviously want to avoid reducing the detail...
  18. If I have to say caulk one more time I may explode..
×
×
  • Create New...