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Everything posted by Langerd
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The wampa dismemberment works but for tauntan it is not working. It would be cool if i can slice rancor to the pieces and Atst too.
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Mergemetatriangles take sooooo long...
Langerd replied to Langerd's topic in Jedi Knight Tech Support
I used Ase models and i just made a brush wall model_clip texture... But just their exstence in the map causes (even without solid spawnflag) Mergemetatriangles taking too long... It was just a observation. With ASE models (no auto clip) - 18 minutes Without them - 2 minutes -
Mergemetatriangles take sooooo long...
Langerd replied to Langerd's topic in Jedi Knight Tech Support
That is why i didnt use this spawnflag... But nevermind everybody . I have deleted these ASE models and i put just textured walls. It looks good like the first one. Many thanks for help You all ^^ -
Mergemetatriangles take sooooo long...
Langerd replied to Langerd's topic in Jedi Knight Tech Support
Thnaks for that ^^ . I didnt know that. But now i checked the main problem this mergemetatriangles and i think i find the reason... I use too many ASE models. I have started a compiling and first state was very very long ... after that i have started a compiling but before it i have deleted all misc_models on my map. And ... compiling was so quick it take only one minute. I thing the reason is this http://forums.xonotic.org/showthread.php?tid=1246 - tZork is right i think. But like i said. I didnt use a solid spawnflag in models... The reason i think is that the models are too detail. -
Mergemetatriangles take sooooo long...
Langerd replied to Langerd's topic in Jedi Knight Tech Support
Whole map is detail brush... only sky and fog is structural. I use func_misc ( i didnt make them solid because i saw in one tutorial that making them solid creates too mamy brushes.) -
Mergemetatriangles take sooooo long...
Langerd replied to Langerd's topic in Jedi Knight Tech Support
About the areaportaling i must put the areaportal brush in the place where are the doors? -
Mergemetatriangles take sooooo long...
Langerd replied to Langerd's topic in Jedi Knight Tech Support
Hmm i am using a lot of models but not a md3 . I made a bespin decoration wall and I sculpt this wall in gtkradaint. After that i convert it to the ASE model - i wanted a 3D decaration not just a texture. About this hinting and areaportaling i have no idea how to do it and i am not a pro mapper D: I am polish and my trip with english language is not far enough to understand difficult tutorials about mapping. It take 10 minutes ... but in the compiler is in 4 number :/ So it takes 15-20 minutes i guess -
Before the passage portal flow in second compile state was a problem but now i have a problem with MergeMetaTriangles in the first compile state. What is it and how to make it faster ?
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Bioshock Infinite - The Church of Our Lord
Langerd replied to Szico VII's topic in WIPs, Teasers & Releases
Hmm water shader (a yavin water i think) Have a moving effect and it would be nice for flags -
Bioshock Infinite - The Church of Our Lord
Langerd replied to Szico VII's topic in WIPs, Teasers & Releases
When i am looking at this... Man... So much diffrences between normal jk3 mapping and Your epic work. Fantastic job man. -
Many thanks for answer ^^
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I have a qiestion what is a rend2 ? Because i see this in a lot of mapping discussion and still dont know how it looks like D: Is this a function to make a textures better?
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Ok It works . I will use Your advice in the future (before your comment i used the light to placed the origin of the rating lamp) Many thanks !
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I have a little problem with it because i wanted to make a lamp like this http://i01.i.aliimg.com/photo/v0/1004485501/Mini_LED_Rotating_Police_Lamp.jpg But the lamp is roating ...in whole map. Why? I found somewhere that i should make origin line but i dont know how to do it ...