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NAB622

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Posts posted by NAB622

  1. If it's on a player model, a portal is not an option - tcgen environment is probably your only option. It's not even truly a reflection, though, particularly on a player model. I don't think you'll be able to do a true mirror effect without a code mod and some hackery.

  2. If you are talking about a true reflection of a room, you need to use a portal as a mirror, which is a bit involved.

    Ifyou are talking about a general shiny appearance, like what is used in the base JA shaders, tcgen environment is what you're looking for.

  3. I did a test compile with the new file you just sent, but I don't get the MAX_TW_VERTS error. Are you still getting it on your end?

    As far as VIS goes - honestly, in this map, almost the entire thing should be detail, except for the outer walls of the shaft. There's just nothing to hide from any viewing angle. It can be done, but I wouldn't worry about it too much on something this small, since the performance gain would be marginal regardless. If your VIS compile takes more than one minute you should poke at it, but otherwise it's fine with whatever.

    If you're actually interested in in-game performance, you would see a much larger gain on this map from learning various brushwork/patch techniques than you would from VIS. But that's another topic entirely, and quite complicated.

    I really need to get going on those tutorial videos mumble mumble mumble...

  4. Changing the samplesize during compile is one way to solve this. Another way, which I find a lot more precise, is to use func_group and the lightmapscale key to reduce the number of lightmap samples on areas of your map that don't need much precision.

    For instance, if you have a large terrain area, make the brushes/patches into a func_group together, then set the lightmapscale on it to a higher value (1 is 100% scale, 2 is 200% scale, 5.5 is 550% scale, etc). I don't know exactly how high it can go, but a lightmapscale of 10 on terrain would likely be unnoticeable unless you need crisp shadows - and for that, you can separate those terrain brushes/patches into their own func_group, and give them an appropriate lightmapscale of their own.

    (You can also use decimal values to increase the lightmap samples on brushes/patches that you want to look more crisp)

    This same process is useful on exterior building walls, large signs, movers, or any large brushes or conglomeration of brushes.

    Hope this is helpful too!

    Aldro Koon likes this
  5. Keep looking. Any place where you used a 12-sided brush or larger, the end cap pieces will cause this error. I only pointed out the three that I saw, but I'm sure there's more. (MAX_TW_VERTS can be caused by other things, but I didn't see any of those conditions when I was looking.)

    If you don't have any luck I'll take another peek, but I don't have time right this second.

  6. Okay. I'd just rather have this posted publicly for people google searching it later on.

     

    I identified three brushes that are likely to be causing your MAX_TW_VERTS error. I have them selected in the image below, and outlined the offending faces in green:

    http://storage.nab622.com/MAX_TW_VERTS_1.png

    There still may be other offenders, but these are definitely causing a problem.

    The pillars should be simple, just use the clip tool to split those two brushes into 4 smaller ones each.

    The glass is easy to fix, just make it a 4-sided brush like this:

    http://storage.nab622.com/MAX_TW_VERTS_2.png

    Since it's less triangles, it's more efficient on the renderer anyway.


    As for MAX_MAP_VISIBILITY...ultimately, this is being caused by the way you're using CSG subtract, but it's fixable without too much trouble here. In the future, though - when you CSG subtract something with a lot of edges into a gigantic brush, you should do two things as good technique:

    1. Split the large brush so you have a smaller brush that encompasses JUST the areas you are subtracting, so you don't get any rogue slices that span great distances.
    2. Make the larger brush a func_group before subtracting. This way it is easier to edit later.

    With these in mind, here's what you have now:

    http://storage.nab622.com/MAX_TW_VERTS_3.png

    And if you use step 1 above, this is what it should look like:

    http://storage.nab622.com/MAX_TW_VERTS_4.png
    http://storage.nab622.com/MAX_TW_VERTS_5.png

    Visually in the game, these two techniques are identical. But the second method prevents huge slices from creating extra geometry over long distances. This will help with your visibility error because there will be far less portals generated.

     

    As for what is actually causing your MAX_MAP_VISIBILITY error, I'd wager this little thing is singlehandedly the cause:

    http://storage.nab622.com/MAX_TW_VERTS_6.png

    Make the entire thing detal.

    EDIT: The metal framework across the window is also not detail. You should make it detail as well, that's a lot of slices.

    EDIT2: Also, make this thing detail, and the entire catwalk and railings attached to it:

    http://storage.nab622.com/MAX_TW_VERTS_7.png

     

    Also, I did notice you have a large, open area outside the playable area - if making that pillar detail does not help, you might need to increase the _blocksize in your worldspawn to 2048. Just be very careful how you use CSG subtract, or rogue slices will cause the error again. ;)

  7. The cap pieces are the end pieces. Let's say for instance that you made a long, tall column using a 24-sided brush. The top and bottom pieces of that column that contact the floor and the roof are the "Cap" pieces. Those are usually the culprits with this error.

     

    I wouldn't worry about any other errors until you have the TW_VERTS error fixed, since a rogue item can cause numerous issues. However, that web page I linked should have just about every error you can have during compile in it - save the link, it's a great reference! MAX_MAP_VISIBILITY is a toughie, though, because even though the cause of the error is always the same, it generally means combing through your work to fix your technique.

    http://nab622.com/tutorials/MappingErrors.html#compile_time_errors-max_map_visibility

  8. http://nab622.com/tutorials/MappingErrors.html#compile_time_errors-max_tw_verts

    Quote

    TW stands for TraceWinding.

    If you have this error, then you have a cluster of geometry getting sliced up too much in the compile.

    Common causes of this error are things like the 'Cap' faces on 12-sided brushes or larger.

    Find the offending brush, split it into several smaller brushes, and try again. Alternatively, if you know which brush faces are the offenders, you can caulk them.

    (It could just be something as simple as running a brush cleanup to fix a corrupt brush.)

     

    The node without a volume is just a warning - I wouldn't worry about it unless you see something wrong when the compile is complete. But it is entirely possible the two errors are related:

    http://nab622.com/tutorials/MappingErrors.html#compile_time_errors-warning_node_without_a_volume__node_with_unbounded_volume__node_has_0_tiny_portals

  9. Couple things here....

    The in-game score menu is only able to show 20 players, so if there are more than that, you won't be able to see them there. In the console, type /status to get a full list of all connected players on the server.

    Second, make sure bot_minplayers and sv_maxclients are both set to the correct value. I just ran mp/ffa1 as a test, with both variables set to 32. The game automatically added 31 bots to the game for a total of 32 players.

  10. How are you launching the server? JA+ servers must be launched by the command line, and you must add the parameter +set fs_game japlus to the command. For instance, if you are using a batch file on Windows:

    jampDed  +set dedicated 2  +set fs_game japlus

    This will launch the server in a dedicated text-only window, and will launch with japlus enabled.

  11. As for the window breaking, if you want the simplest method, you could easily make the window a func_breakable if you want players to be able to break it. If you want anything more complex than that, like objects flying at the window to break it, you'll need to either make a system of target_delays and a bunch of other goodies, or (Ideally) script it.

    Now.....having players get pulled towards the window might be tougher than it looks. I think target_push is probably your best bet, but I've never used it before. (I have used trigger_push in the past, but it has a tendency to take control away from the player, so while it would work, the players would not be able to resist the push.)

  12. Is it just on one map, or is it across all maps? Unless your computer is out of RAM, I've never heard of an issue like this before.

    If it's just on one map file and you don't mind posting the file, I can try loading it on my end to see if it's something inside the map, for what it's worth.

  13. To edit your worldspawn, select any brush that is not part of another entity, and press N. However, given your description, it does not sound like this is your problem. I think the prospective solution you're looking for in the worldspawn is the distancecull property, which will only help if your brush is disappearing over very long distances (Unless you previously edited the distancecull property).

    I think it's more likely you have a vis-related issue, or possibly a corrupt brush or shader - can you post pictures of what's wrong (The brush before and after disappearing in-game, and maybe the brush on the grid in Radiant)?

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