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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: Blurring Image
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
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Level 4
Category: CoDUO Mapping
Posted: Thursday, Apr. 10, 2008 08:26 pm
I've seen this happen before on my first Bas map. Foy looks very chaotic but it's extremely neatly designed. Did you add anything to the map? In particular, did you cut any brushes? My guess is you made some odd cuts that resulted in lots of tiny brush fragments, which may be causing this error.

Have you ever noticed that in some maps that have the bottom of the skybox textured with Caulk that if you spectate the bottom from an angle you're not supposed to see it appears that when you move the camera around the surrounding textures are swirling around? That's what it looks like is going on in your screenshot, the right side of the window is smearing to the left, so there's something going on in that general area.

Just out of my own curiousity, try changing the fog to expfog and tell me if the results are the same.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, Apr. 10, 2008 10:35 pm
No I didn't add anything to the map, in fact I took stuff out, I removed other game types from the map(spawns, intemissions, etc.). I also went through the map and anything textured that a player coudn't see I changed to caulk, there was lots. That is the only changes I made. I also took out the other games in the gsc file and deleted the efx. When I did the compile with fast vis there were no portal problems so I didn't disturb them.

It looks exactly like what you see when you look at caulk.

On our server we use the awe mod and Foy would always have a max chars error just before the end of the second round. I had hoped to take stuff out so the game would be more compatable with the mod. Wish we never started using awe but most like it so....

I'll will try different fog settings and let you know.

Thanks
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cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
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Level 4
Category: CoDUO Mapping
Posted: Thursday, Apr. 10, 2008 11:25 pm
Sorry I didn't read your first post before I responded. I'd look at it like this: What you're seeing is similar to a caulk brush in that area, and you had gone through the map caulking things that aren't visible. That very well may be the problem.

If your goal is to reduce the gamestate, you're on the right track about removing the other gametypes. But the best things you can do are remove some vehicles, remove the brushmodels from the church tower (along with the code for it in the _fx gsc), remove all the scripted trees and some extra weapon spawns.

If I were you, I'd start over and only do those things, don't worry about caulking unseen brush faces. The map will compile without max_map_lighting or draw_indexes so caulking isn't necessary. If visdata is a concern your only options for Foy are to either remove some of the portals, or let it compile over night if it takes your computer a long time to compile it on -extra. All those portals are the main source of the high visdatasize.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 13, 2008 01:59 am
Well, is this coincidence or can someone give a reason why this happened? Cornrow's post about the image being just like looking at caulk got me thinking. There is a lot of exposed caulk on this map so why not try taking some of it out. I started with the sky box, the bottom is all caulk so I changed it to sky/foy and did a quick compile(fast vis), loaded it up on the server and much to my surprise, no blurring. Go figure. Anyone have an explanation?[jumping]
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 13, 2008 06:21 am
I tried to increase the fog density and the problem reapeared, so it could be fog also. Probably is the fog, anyway the problem seems to have been fixed. Thanks everybody.

I have another question, is there a simple way of deleting the layers in this map. Some are for ctf and some for dm, etc.?
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 13, 2008 12:26 pm
Well Mr. Wallace, when you're right you're right. Time to start over. But one question, with that size visdata file, 1.3 million, it will take weeks to compile won't it?[crazy]
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cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
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Level 4
Category: CoDUO Mapping
Posted: Sunday, Apr. 13, 2008 02:09 pm
That really depends on how up to date your computer is. Realistically, the longest stage of the compile will be the lighting, and the visdata has nothing to do with lighting. More models, more mesh density, more brushes, etc.. means a longer compile time. Since Foy is a very detail heavy map, it's going to be a long -extra compile time, there's really no way around it.

And to answer your other question, you can easily delete the layers by pressing L to display the Layers menu. Right click on the layer you want to delete and scroll down to "delete". Alternatively, if there is something (a group, in particular) not on it's own layer you want to quickly remove, alt+shift+left click on it, that will select everything connected to the entity so you can delete it all in one shot.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 13, 2008 03:50 pm
Great, thanks Cornrow, never used layers before since I've never worked in a group. My computer is okay, 2.67 GHz duo cpu with 4 gigs of ram. Just hate tieing it up for as long as this will take. Time to get another computer I guess.[ohwell]
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 13, 2008 08:58 pm
Yikes, this is gonna take a month.[eek]

3382 portalclusters
9015 numportals
12337 numfaces
18030 active portals
900 hint portals
visdatasize:1433976
0...1...2...3...4...5...6...7...8...9... (8)
creating leaf vis...
Average clusters visible: 2779
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fireball1
General Member
Since: Oct 18, 2004
Posts: 328
Last: Jun 19, 2009
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, Apr. 14, 2008 09:04 am
use the F command to bring up your filter menu. Ckick on Detail so that all detail brushes disappear. Look at your map and any brush that is not part of a portal wall or majorly blocks line of sight make them detail.

I make all internal wall in a building detail.
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