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> map problem
rosend1990
  Posted: October 31, 2006 07:47 am
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Is it possible to make a map bigger?
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Im encountering an error with this map, Im afriad its to big.
When I start compiling this map, something goes wrong sad.gif .
this map should be finish along time ago, but im too busy from school and its been 5 months and its almost finished, but an error has occured so I cant finish it, some brushes here desined for a wall, but you can accidentally walk through it and you will fall out side the map and fall to an never ending fall, and how is that possible, well my map has problems you know.
could somebody help me?

This post has been edited by rosend1990 on October 31, 2006 08:05 am


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mrmicky
Posted: October 31, 2006 11:05 pm
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looks great man alot like bb_cemetrytrouble. well the wall thing should be sorted by adding a wall of 8 squares thick this means 1 u cannot shoot through it and 2 you cannot walk through it nice map cant wait for it to come out it looks like a source map is it?


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Neiko
Posted: November 01, 2006 12:01 am
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QUOTE (awsome people)

It just so happens that func_illusionary was designed to be, um, illusionary, so it's basically a non-solid func_wall, and can be made to display masked textures in the same way as a normal func_wall. Then, to stop the player moving though, you can simply create a 'clip' brush - Select the texture called 'clip', and create a brush. This stops the player moving through, but not bullets...


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rosend1990
Posted: November 01, 2006 02:08 am
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QUOTE (Neiko @ Nov 1 2006, 12:01 AM)
QUOTE (awsome people)

It just so happens that func_illusionary was designed to be, um, illusionary, so it's basically a non-solid func_wall, and can be made to display masked textures in the same way as a normal func_wall. Then, to stop the player moving though, you can simply create a 'clip' brush - Select the texture called 'clip', and create a brush. This stops the player moving through, but not bullets...

I didn't made my wall func_illusionary, it just happends that you can walk through it,and I already made it func_wall too, but you can still walk through it, and if the brushes are too much, all the shadows were gone, causing lag effect.


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rosend1990
  Posted: November 01, 2006 02:35 am
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QUOTE (mrmicky @ Oct 31 2006, 11:05 PM)
it looks like a source map is it?

nope, not a source map.
I just got a cool wad.


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Shoot_me
Posted: November 01, 2006 04:58 am
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If the wall itself is extremely complex either pre or post compile, then that could be one possible cause. If you're using a func_wall to create it, the passable option could allow for this too.

If you're too close to the limits of your compiler for the outer hull of the map (the end of the void in which you can map) this can also happen. If you've gone past this limit, that map shouldn't even compile.

Since you didn't (and shouldn't) use either func_wall or illusionary for your wall, I'm siding with a brush problem or mapping too close to the limits of your compiler. But that's a guess without actually having a copy of your map to look at.


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rosend1990
  Posted: November 01, 2006 06:38 am
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QUOTE (Shoot_me @ Nov 1 2006, 04:58 AM)
If the wall itself is extremely complex either pre or post compile, then that could be one possible cause.  If you're using a func_wall to create it, the passable option could allow for this too. 

If you're too close to the limits of your compiler for the outer hull of the map (the end of the void in which you can map) this can also happen.  If you've gone past this limit, that map shouldn't even compile. 

Since you didn't (and shouldn't) use either func_wall or illusionary for your wall, I'm siding with a brush problem or mapping too close to the limits of your compiler.  But that's a guess without actually having a copy of your map to look at.

I think Ill just put an invisible wall, is that possible?how to do that invisible wall?
an invisible wall that no one not even bullets can get through.
Oh and this map has 7 stages
1)the entrance up the hill and into the church
2)grave yard sector A
3)grave yard sector B
4)grave yard sector C "use the small bathroom for cover,it looks like a tiny house"
5)the place where those poeple carve coffins for the dead"I dont know what that called"
6)the chapel
7)the cattacombs
Hihi...try those stages for size biggrin.gif
Ill just send an snapshot next time smile.gif

This post has been edited by rosend1990 on November 01, 2006 06:41 am


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rosend1990
Posted: November 01, 2006 07:38 am
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I would just like to inform you that my map has corrupt.
ohmy.gif
Maybe because its the compiler tools or something.
Its a good thing I have a Backup and Im almost 65% if rebuilding it again.
wink.gif
I cant predict how long will I finish this, but Ill do what I can and fast, even it takes me all night. happy.gif

This post has been edited by rosend1990 on November 01, 2006 07:39 am


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Shoot_me
Posted: November 01, 2006 04:40 pm
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Well, for invisible walls, I use the special textures that usually come with your build tools.

Bevel, hint, null, and skip.

Null would be the one to use in this case.


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rosend1990
Posted: November 01, 2006 05:21 pm
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QUOTE (Shoot_me @ Nov 1 2006, 04:40 PM)
Well, for invisible walls, I use the special textures that usually come with your build tools. 

Bevel, hint, null, and skip.

Null would be the one to use in this case.

Ok thanks.
Oh by the way did you made those map called bb_reactor,siege and bunker,man I love that, its so industrial and Hi-Tech looking ohmy.gif , any way those maps make me push my mapping skills to the limits because I realize those maps are so big and it gots lots of brushes in it.Man those are great.I make maps more classic and horror looking, but Im not here for a competition, its just my hobby. smile.gif

Im barely finish with my map. biggrin.gif

This post has been edited by rosend1990 on November 01, 2006 05:27 pm


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Shoot_me
Posted: November 02, 2006 07:00 am
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Glad I could be of some help. wink.gif



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