DkD. Posted June 30, 2014 Share Posted June 30, 2014 Hi all! I'm a new member on this forum. I'm a french mapper on Jka (sorry for my bad english... ;/ ), and I read for many mounths this great forum, it's a very good job I have a problem with my last map... I've make a big terrain with easygen : 40 000 brushs. But it's an Island, so I have deleted every brushes on the sea ( http://img4.hostingpics.net/pics/920649Sanstitre.jpg ), so I have now 22 000 brushs... It's ok for compiling! But ingame, I have a bug : some triangles are too high or too low, like this : But in GTK, this bugs are not existant... I've test to correct map with Bobtoolz, but there is no difference... Any idea? Thanks for your help! DkD Barricade24 likes this Link to comment
Asgarath83 Posted June 30, 2014 Share Posted June 30, 2014 Probably is some bug of the conversion on BSP format that happen in build process. Link to comment
DkD. Posted June 30, 2014 Author Share Posted June 30, 2014 Probably... No idea for debug this? I use q3map2 2.5.16 for the compilation. Link to comment
Asgarath83 Posted June 30, 2014 Share Posted June 30, 2014 I think you can ask to some good mapper like @@Szico VII i never make terrains, so i cannot help you Link to comment
Guest KENNITHH Posted June 30, 2014 Share Posted June 30, 2014 I had the same issue some time ago, my guess was, was that the terrain was too big, too complex, so I made a new terrain, which was much simpler: Divisions: 96x96Widths: 9216x9216Div.Widt.: 96x96Max Height: 900 and no more issues They suggested me to find those brushes that get higher/lower and remove them in GTKradiant, and rebuild them manually though Link to comment
Solution Szico VII Posted June 30, 2014 Solution Share Posted June 30, 2014 That happens if you change the subdivisions (in easygen) by a value that isn't an exact factor of the original subdivision. (or multiples thereof if you're increasing them)The original subdivisions is based on the size of your starting .bmp, so if it comes out at some weird odd starting number like 507 then just change the dimensions of the starting image by a pixel or two until you have a nice even number.example.... 500x500 i original subdivisions. If you change it to...250x250, ill be fine.If you change it to 251x251then it wont. example 2......512x512 originalChange to.....say 64x64, 128x128, 256x256, it'll be fineChange to say.... 60x60, 254x254 then it wont. Futuza likes this Link to comment
DkD. Posted June 30, 2014 Author Share Posted June 30, 2014 Change subdivisions = change _blocksize? I haved _blocksize 10000 10000 10000 ... I have tried with 8192, 2048 and 1024, but it don't change anything :/ Link to comment
DkD. Posted July 1, 2014 Author Share Posted July 1, 2014 Or subdivisions in Easygen? Link to comment
Asgarath83 Posted July 1, 2014 Share Posted July 1, 2014 In Easygen It's a structural issue of the terrain itself. Link to comment
DkD. Posted July 1, 2014 Author Share Posted July 1, 2014 Yes yes, it's fine!! It's work so good!! Thanks you Szico Asgarath and Kennith... I was so stranded Szico VII likes this Link to comment
Asgarath83 Posted July 3, 2014 Share Posted July 3, 2014 No problem Szico VII likes this Link to comment
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