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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: MAX_MAP_COLLISIONINDEXES
Bigglesworth
General Member
Since: May 14, 2004
Posts: 62
Last: Jul 15, 2006
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Saturday, Feb. 26, 2005 11:35 pm
Having introduced portals into my map, the max_windings problem I had before has been fixed, however I still cannot create the bsp folder due to a new problem.

It says;

MAX_MAP_COLLISIONINDEXES

Any ideas what this means and how I can fix it?
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locz
General Member
Since: Feb 4, 2004
Posts: 105
Last: Jul 7, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Feb. 27, 2005 12:07 am
THIS WILL HELP !!!.It did for me..u will understand more after reading it.

http://modsonline.com/index.php?mod=Forums&op=top&top_id=10394
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Bigglesworth
General Member
Since: May 14, 2004
Posts: 62
Last: Jul 15, 2006
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Level 3
Category: CoDUO Mapping
Posted: Sunday, Feb. 27, 2005 01:53 pm
Thanks, for the link, can somebody help me clear up the following?

1. Use detailed brushes for every brush that is not a wall, floor or window.

I have a map with a lot of terrains, if I turn these terrain patches into 'detailed' brushes, does it mean that they will turn green on the grid?

2. Portal every window, doorway and area (little tricky).

Portal every field? Are models like trees allowed to break through these portals?

3. Reduce the amout of models NOT in portaled areas(all areas should be).

Use shadow brushes for this?

4.Then, PRELIGHT the entities using VC_LOG compile. This prelights the models and entities so YOUR computer does not chunk when entering a high entity area. :P

What does this mean, how can I prelight the entities?
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Feb. 27, 2005 06:14 pm
1) a patch or mesh will not act as a barrier for a portal cell
(it is already detailed...think of it that way)
2) models will not break a portal - you may have to do some outdoor portalling..see the tutorial here
3) not really....this references the amount of tris that the engine will have to draw if a cell is not broken down...if you dont portal your field into smaller cells, then it would be wise to think of the number of models and tris in that large cell
4) there is a vclog tutorial in the videos section here
it is 4 parts but covers it nicely
[angryalien]
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Spuddy
General Member
Since: Mar 25, 2005
Posts: 37
Last: Jun 6, 2009
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Sunday, May. 15, 2005 01:38 pm
Im having the exact same problem as Bigglesworth.

The link Locz posted is dead :(

Could anyone redirect me plz?

Im also looking for a portal tutorial. The link of that tut on .map forums is also dead :/
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Aug. 14, 2005 05:32 pm
try this one
http://modsonline.com/Forums-top-10394-.html

[angryalien]
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