Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 7 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Melting Textures
Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Monday, Oct. 19, 2009 05:51 pm
Hello all,

I have recently created a huge map (takes 1 minute 30 seconds to cross it) in gtkradiant and compiled it as BSP -meta (through the menu) for SOF2.
The sky and walls seem to be having the problem (they are all caulk type).

When I launch the map, it loads, I spawn, but..
my textures melt into each other (I'm sure most of you have seen this particular effect, also with faulty maps) and they seem to 'swim around'..

I have no leaks. Perhaps this is a memory issue? I don't know..



Would like to hear from you guys what you think this is.

Many thanks in advance,

Treval

My setup:
XP Pro SP3
GtK Radiant 1.4
Compiler: q3map2
SOF2 version: 1.01







edited on Oct. 19, 2009 02:22 pm by Treval

edited on Oct. 19, 2009 02:25 pm by Treval
Share |
Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Tuesday, Oct. 20, 2009 10:20 pm

Funny that none of you have heard of the skybox.
Thanks a lot for the replies.

I think I will move to another forum.
Share |
Foxhound
Preferred PLUS Member
Since: May 31, 2002
Posts: 5983
Last: Sep 6, 2014
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Category: SoFII Mapping
Posted: Tuesday, Oct. 20, 2009 11:15 pm
Are these custom or standard textures?

Cheers

[quake]
I sometimes wonder... "Why is that frisbee getting larger?" .............and then it hits me.

Go ahead... You Play I Mod : MODSonline.com
Support Modsonline by becoming a PREFERRED MEMBER today

01001001 00100000 01100001 01101101 00100000 01000110 01101111 01111000 01101000 01101111 01110101 01101110 01100100
Share |
LennardN95
General Member
Since: Sep 9, 2009
Posts: 35
Last: Oct 26, 2009
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Oct. 21, 2009 08:00 am
do you wanna be able to come at all the parts of the map ? like you can use the whole map ? try to add some common textures.

i'm not known to SOFII, i play COD, but i think not using one of the common textures like No portal ( in cod radiant ) is the problem.
Share |
foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: SoFII Mapping
Posted: Wednesday, Oct. 21, 2009 11:13 am
It looks like the HOM effect (Hall of Mirrors). Various things can cause it, most commonly a leak.

However, you stated no leak.

I've seen this happen in SOF2 under two other circumstances:

1. the surface is too long. Break it up.

2. the game doesn't like the brush. delete it and re-add it. Yes... I said the game doesn't like it. I've seen this similarly happen.

Regarding point #2... the game is having trouble drawing the portals correctly. It thinks the player can't see it when the player actually can. Recreating the wall can sometimes move the brush in the compiling order whereas VIS now sees it.
You may also have to add some portals manually.

As Foxhound asked... is the sky text custom or stock? Are you applying the sky texture as a skybox and not as a regular world texture?

And sorry for the lack of responses.. but the SOF2 is not as young as it used to be and therefore topics for it get lost in the mix and sometimes require a simple bump.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Wednesday, Oct. 21, 2009 12:36 pm
LennardN95 writes...
Quote:
do you wanna be able to come at all the parts of the map ? like you can use the whole map ? try to add some common textures.

i'm not known to SOFII, i play COD, but i think not using one of the common textures like No portal ( in cod radiant ) is the problem.


01001101010001010101010001000001010011000010000001000111010001010100000101010010001000000101001101001111010011000100100101000100
lol
Share |
Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Wednesday, Oct. 21, 2009 12:36 pm
LennardN95 writes...
Quote:
do you wanna be able to come at all the parts of the map ? like you can use the whole map ? try to add some common textures.

i'm not known to SOFII, i play COD, but i think not using one of the common textures like No portal ( in cod radiant ) is the problem.


01001101010001010101010001000001010011000010000001000111010001010100000101010010001000000101001101001111010011000100100101000100
lol
Share |
Treval
General Member
Since: Oct 10, 2009
Posts: 9
Last: Feb 11, 2010
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Wednesday, Oct. 21, 2009 12:44 pm
Quote:

1. the surface is too long. Break it up.

Correct. This was the problem. SOF2 can't handle areas that stretch out of miles (literally). How would it draw them? lol
I've used standard textures.

Quote:

the game is having trouble drawing the portals correctly.

What is a portal?

Quote:

Recreating the wall can sometimes move the brush in the compiling order whereas VIS now sees it.

Recreated it twice. It was worse when I used caulks.
It seems to be a distance problem for sure.

Quote:

As Foxhound asked... is the sky text custom or stock? Are you applying the sky texture as a skybox and not as a regular world texture?

I don't have a sky. I just have a big ceiling.
Share |
foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: SoFII Mapping
Posted: Wednesday, Oct. 21, 2009 01:09 pm
To get a rudimentary understanding, take a look at this post:
http://www.modsonline.com/Forums-top-98234-0.html%23663727

You should try experiment and learn how the engine and compile process work. Then you should be able to understand how to solve related issues.

Basically you are going to want to physically create new nodes using hint brushes. These will create physical splits in your map that the player doesn't see, but the game does see. It will increase your polygon count, but it should help with your HOM issue.

Also, your map should not contain a single wall that goes on for a long distance. This, while producing the error you just saw, could also produce additional errors. It is poor design for this game engine and should be rethought.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»