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Topic: Melting Textures |
| Treval |
General Member Since: Oct 10, 2009 Posts: 9 Last: Feb 11, 2010 [view latest posts] |
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Category: SoFII Mapping Posted: Monday, Oct. 19, 2009 05:51 pm |
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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 |
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| Treval |
General Member Since: Oct 10, 2009 Posts: 9 Last: Feb 11, 2010 [view latest posts] |
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| Foxhound |
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Preferred PLUS Member Since: May 31, 2002 Posts: 5983 Last: Sep 6, 2014 [view latest posts] |
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| LennardN95 |
General Member Since: Sep 9, 2009 Posts: 35 Last: Oct 26, 2009 [view latest posts] |
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| foyleman |
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Preferred PLUS Member Since: Nov 7, 2001 Posts: 95762 Last: Apr 13, 2021 [view latest posts] |
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| Treval |
General Member Since: Oct 10, 2009 Posts: 9 Last: Feb 11, 2010 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Oct. 21, 2009 12:36 pm |
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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 |
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| Treval |
General Member Since: Oct 10, 2009 Posts: 9 Last: Feb 11, 2010 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Oct. 21, 2009 12:36 pm |
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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 |
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| Treval |
General Member Since: Oct 10, 2009 Posts: 9 Last: Feb 11, 2010 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Oct. 21, 2009 12:44 pm |
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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.
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| foyleman |
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Preferred PLUS Member Since: Nov 7, 2001 Posts: 95762 Last: Apr 13, 2021 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Oct. 21, 2009 01:09 pm |
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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. |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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