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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: Mapping Rookie
Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 09:33 am
Thanks Grassy...I ended up figuring it out earliar, you explained it pretty good far as I'm concerned.

Thanks, again

-M[rocking]
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Friday, Jul. 22, 2005 02:03 am
Okydoky I've cut my map size down from {roughly} 90000 by 90000 units to 56000 by 46000 units. If your curious what its laid out like look on page 4 (I cant believe this on page 5 now...sheesh).

OK I do have a question for ya all... I dont want a static map...cant stand em. So alot of my buildings and wheatfeilds have been rotated(you can get an idea on pg4).(Im only in a layout stage...some houses built) So my question is how hard is it to patch the ground to rotated brushes and terrain pathes also to curved roads as well...Has anyone tried this? Is there a reason we dont see alot of houses on angles and blah blah blah on angles ?

Anyways any comments or advice would be appreciated.
Thanks

-M[wave]
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Friday, Jul. 22, 2005 09:11 pm
Anybodyyy on the above anybody?[cry]

SEEYA

-M[wave]
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Friday, Jul. 22, 2005 11:46 pm
If you have made a building that is very detailed and then rotated it after you are going to have problems with small brushes not aligned with adjacent brushes, small gaps between them wll cause the compiler to assume the brushes are independant and it will try to create separate portals around them. This is the most common reason for compile stage to fail due to an oversized vis data.

It's not impossible to have many objects not square with the grid but it makes it tricky to avoid the above problem.

Fitting terrain around angled objects is also more difficult but not impossible, make small triangular patchs and manipulate the vertices to fit, then use the CAP option in surface inspector to (refit) the texture.

Grassy
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Saturday, Jul. 23, 2005 08:54 pm
thanks grassy

-M
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