AngerIssues Posted January 22, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Posted January 22, 2019 does stretching textures cause collision? i thought that it was caused by brushes that went into other brushes needlessly. i watch my numbers when compiling and my collision went up by .4 after doing some huge outer buildings around my map, i have only done 5 and only on one end of the map so far. they are just big blocks of caulk with textures to fit, windows and doors, balconies, that don't even touch the building itself, i am like .5 off the buildings with those brushes. i like the fit vs. lightmap because i don't get all the same patterns up a wall, you know? Awards
Labob Posted January 22, 2019 Member ID: 42 Group: *** Clan Members Followers: 50 Topic Count: 338 Topics Per Day: 0.06 Content Count: 8389 Content Per Day: 1.47 Reputation: 6126 Achievement Points: 54468 Solved Content: 0 Days Won: 13 Joined: 09/01/09 Status: Offline Last Seen: April 22 Birthday: 01/30/1959 Device: Windows Posted January 22, 2019 no stretching brushes or patches that are textures will cause light issues not collision problems. Awards
AngerIssues Posted January 22, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 22, 2019 okay so what causes collision? Awards
Labob Posted January 22, 2019 Member ID: 42 Group: *** Clan Members Followers: 50 Topic Count: 338 Topics Per Day: 0.06 Content Count: 8389 Content Per Day: 1.47 Reputation: 6126 Achievement Points: 54468 Solved Content: 0 Days Won: 13 Joined: 09/01/09 Status: Offline Last Seen: April 22 Birthday: 01/30/1959 Device: Windows Posted January 22, 2019 I'm thinking your missing what collision actually is. If you use a player clip to stop somebody from walking through a model or brush you have crreated a collision. Same goes for clipping a model it would now be a collision model. or a collmaps. If in the 2d window you select model and instead of going to xmodel you scroll up to collmaps you will find a whole bunch of models already clipped. So a collision is something in game that will stop something. A player from walking through something a projectile from going through something. Stuff like that. AngerIssues and Markoff 1 1 Awards
AngerIssues Posted January 22, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 22, 2019 i have been using prefabs for the most part and not clipping anything, i did use clip clip clip around the outside of the map to keep the punks and glitchers where they belong. however my collision didn't go up until i added those buildings outside my wall. i have pulled several misc models that are already clipped but they have been there since each building was built and i have compiled 50 times yet still never came up until i added those buildings... Awards
AngerIssues Posted January 22, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 22, 2019 it's not like there is a ton of info out there to explain what things are lol, you're lucky these days to find out anything in detail! Awards
AngerIssues Posted January 22, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 22, 2019 4 hours ago, Labob said: no stretching brushes or patches that are textures will cause light issues not collision problems. btw, i said textures, not brushes or patches lol Awards
Labob Posted January 23, 2019 Member ID: 42 Group: *** Clan Members Followers: 50 Topic Count: 338 Topics Per Day: 0.06 Content Count: 8389 Content Per Day: 1.47 Reputation: 6126 Achievement Points: 54468 Solved Content: 0 Days Won: 13 Joined: 09/01/09 Status: Offline Last Seen: April 22 Birthday: 01/30/1959 Device: Windows Posted January 23, 2019 LOL but you texture brushes and patches. Those prefabs have textures that have collision built in I would assume. Keep in mind not all textures have collision thats why you can walk through some buildings fences and such. I'm wondering why you seem to think collision is a bad thing ?? Awards
AngerIssues Posted January 23, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 23, 2019 (edited) 12 hours ago, Labob said: LOL but you texture brushes and patches. Those prefabs have textures that have collision built in I would assume. Keep in mind not all textures have collision thats why you can walk through some buildings fences and such. I'm wondering why you seem to think collision is a bad thing ?? i'm sure i remember hearing to keep the collision down as much as possible? i don't know.. just trying to understand it all! Edited January 23, 2019 by noobiedo Awards
Labob Posted January 23, 2019 Member ID: 42 Group: *** Clan Members Followers: 50 Topic Count: 338 Topics Per Day: 0.06 Content Count: 8389 Content Per Day: 1.47 Reputation: 6126 Achievement Points: 54468 Solved Content: 0 Days Won: 13 Joined: 09/01/09 Status: Offline Last Seen: April 22 Birthday: 01/30/1959 Device: Windows Posted January 23, 2019 If you want to see whats what in your map just selcet bsp in your compiler and it will give you all the data from your map. Awards
AngerIssues Posted January 24, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 24, 2019 On 1/23/2019 at 11:27 AM, Labob said: If you want to see whats what in your map just selcet bsp in your compiler and it will give you all the data from your map. yeah but if you don't understand the data wtf Awards
Labob Posted January 25, 2019 Member ID: 42 Group: *** Clan Members Followers: 50 Topic Count: 338 Topics Per Day: 0.06 Content Count: 8389 Content Per Day: 1.47 Reputation: 6126 Achievement Points: 54468 Solved Content: 0 Days Won: 13 Joined: 09/01/09 Status: Offline Last Seen: April 22 Birthday: 01/30/1959 Device: Windows Posted January 25, 2019 Some data will make sence some I don't get and probably never ill but it does give you a good indication of where your game memory is and what is getting out of hand. How much is out of hand thats a guess. When you game exceeds something it will let you know AngerIssues 1 Awards
Sammy Posted January 25, 2019 Member ID: 3036 Group: ***- Inactive Clan Members Followers: 32 Topic Count: 219 Topics Per Day: 0.04 Content Count: 9419 Content Per Day: 1.92 Reputation: 7515 Achievement Points: 62539 Solved Content: 0 Days Won: 21 Joined: 11/29/11 Status: Offline Last Seen: March 17 Birthday: 04/26/2008 Device: Windows Posted January 25, 2019 As a rule of thumb, depending on how compatible you want to make your map, I recommend keeping your FF size to no more than 15mb. At least for a first map. Some really good mappers have gotten away with some very nice maps that are significantly bigger than 15. But again, they are really good and know all the tricks to get every last bit out of a map. IWD's, have at it. AngerIssues and piglo 1 1 Awards
AngerIssues Posted January 25, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 25, 2019 15 hours ago, Sammy said: As a rule of thumb, depending on how compatible you want to make your map, I recommend keeping your FF size to no more than 15mb. At least for a first map. Some really good mappers have gotten away with some very nice maps that are significantly bigger than 15. But again, they are really good and know all the tricks to get every last bit out of a map. IWD's, have at it. impossible, there would be nothing in the map lol, my ff is at 26 now and i am not done. i wouldn't doubt that it would hit 30 or better, besides there's this little foxy blond that's going in it i think i will be fine, i'll just have to tie labob down and make him talk to me lol. Awards
Sammy Posted January 27, 2019 Member ID: 3036 Group: ***- Inactive Clan Members Followers: 32 Topic Count: 219 Topics Per Day: 0.04 Content Count: 9419 Content Per Day: 1.92 Reputation: 7515 Achievement Points: 62539 Solved Content: 0 Days Won: 21 Joined: 11/29/11 Status: Offline Last Seen: March 17 Birthday: 04/26/2008 Device: Windows Posted January 27, 2019 Excuse me, I meant 35. Not 15. AngerIssues 1 Awards
Merlin007 Posted January 27, 2019 Member ID: 2068 Group: +++ COD5 Head Admin Followers: 71 Topic Count: 1127 Topics Per Day: 0.21 Content Count: 8582 Content Per Day: 1.64 Reputation: 7547 Achievement Points: 76567 Solved Content: 0 Days Won: 67 Joined: 12/25/10 Status: Offline Last Seen: 7 hours ago Birthday: 05/23/1973 Device: Windows Posted January 27, 2019 Not sure where all your buildings are whether inside the playable area or outside but make sure everything is within your skybox. Simple thing but can give you errors. Also, as @labob mentioned, there are some textures that when applied are not clipped by the game (I've come across such textures as fences and gates for example) so you would need to manually clip them. Mind you this is cod5 I refer to so not sure if you have similar issues with cod4. AngerIssues 1 Awards
AngerIssues Posted January 28, 2019 Member ID: 23518 Group: **- Inactive Registered Users Followers: 2 Topic Count: 36 Topics Per Day: 0.01 Content Count: 988 Content Per Day: 0.29 Reputation: 1043 Achievement Points: 7851 Solved Content: 0 Days Won: 13 Joined: 11/13/15 Status: Offline Last Seen: October 27, 2020 Author Posted January 28, 2019 (edited) On 1/26/2019 at 8:55 PM, Merlin007 said: Not sure where all your buildings are whether inside the playable area or outside but make sure everything is within your skybox. Simple thing but can give you errors. Also, as @labob mentioned, there are some textures that when applied are not clipped by the game (I've come across such textures as fences and gates for example) so you would need to manually clip them. Mind you this is cod5 I refer to so not sure if you have similar issues with cod4. yeah nothing works outside the sky box or through it i think is what you refer to, it won't even compile fully. yes i have seen you can run through xmodels like the gate, desk & chairs for example. i try to use the clipped ones unless i have no choice edit: then i will clip them! Edited January 28, 2019 by noobiedo Awards
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