New Map Issues
Annihilatorza
Join Date: 2007-01-07 Member: 59490Members
in Mapping
<div class="IPBDescription">Minor Issues</div>Good Day
I tried using the spark editor about a year ago when it was severely bugged and it crashed on me all the time, It is much better now.
I am having an issue that I am falling out of the bottom of the map for some reason when I start the game. I have added a player start and a ns2_gamerules and a 2 team spawners for marines and aliens but can’t seem to find the reason, I am most likely missing something basic.
This is the fastest and easiest editor I have ever used, Build, unrealed, hammer, quark ECT all of them just feel clumsy compared to this one. I am still very much a noob when it comes to this editor I am learning all the time the whole change from brushes to faces, take a little getting used to.
I would appreciate any tips that you guys have for me.
Thanks
Annihilator
I tried using the spark editor about a year ago when it was severely bugged and it crashed on me all the time, It is much better now.
I am having an issue that I am falling out of the bottom of the map for some reason when I start the game. I have added a player start and a ns2_gamerules and a 2 team spawners for marines and aliens but can’t seem to find the reason, I am most likely missing something basic.
This is the fastest and easiest editor I have ever used, Build, unrealed, hammer, quark ECT all of them just feel clumsy compared to this one. I am still very much a noob when it comes to this editor I am learning all the time the whole change from brushes to faces, take a little getting used to.
I would appreciate any tips that you guys have for me.
Thanks
Annihilator
Comments
Are there any other hints or tip you can share with me ?
Also <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Natural_Selection_2_Mapping" target="_blank">the wiki</a> is a great place to find more information on mapping as well this here forum :)
I have downloaded your new sample map as well, but as it stands you are one of the best Mappers I know of on these forums and you have been mapping for NS for a very long time, so you are a veritable fountain of knowledge when it comes to ns mapping.
So rather just get some help from the master while I can. :D
You're using the wrong entity to spawn in. Marine_start is for when you are in the ready room and join the marine start section, and it teleports you (I think).
One being that if you scale faces, or anything in general, sometimes the scale falls off the grid and has all these weird face sizes like 255.01x0x128. At first, I thought it wasn't a problem, and it was just a visual bug, but the faces ARE actually being placed as such, and you can see the line borders on what would be a flat face while using the alien flashlight.
Another problem is that I've found separated faces welded together after closing and opening the editor, but all the vertices are still present, its just that one vertex will be completely isolated, and the other one in the same place is connecting both faces.
Although these issues may be small, I am concerned as to whether or not this will affect optimization, as a small gap in the wall could possibly force the game to render rooms which you shouldn't be able to see, and having unconnected vertices doesn't sound like it does the engine much good either.
One being that if you scale faces, or anything in general, sometimes the scale falls off the grid and has all these weird face sizes like 255.01x0x128. At first, I thought it wasn't a problem, and it was just a visual bug, but the faces ARE actually being placed as such, and you can see the line borders on what would be a flat face while using the alien flashlight.
Another problem is that I've found separated faces welded together after closing and opening the editor, but all the vertices are still present, its just that one vertex will be completely isolated, and the other one in the same place is connecting both faces.
Although these issues may be small, I am concerned as to whether or not this will affect optimization, as a small gap in the wall could possibly force the game to render rooms which you shouldn't be able to see, and having unconnected vertices doesn't sound like it does the engine much good either.<!--QuoteEnd--></div><!--QuoteEEnd-->
We must be like minded : ) I can answer all your questions.
When you are scaling faces, have you tried hitting the < > keys? They will cycle through the possible origins to scale from. So what I do is select the model, use the move tool, and align the model to the grid on one side using the < > if I have to. Once you have that aligned, select the scale tool and scale the model to snap to the other side of the grid, then you have it fraction free on the grid.
The welding you experience seems to happen to everyone and is done automatically. Personally I think it's more trouble than beneficial and I imagine it'll be changed eventually. I think we should have to manual weld, or at least be able to turn off auto weld. However about the isolated vertex, this can happen for two reasons. First being you manipulated the vertex on top of another one to make a triangle, in which case you should use the 'weld vertices' feature. Secondly, because when deleting a face and not being able to double click to select-all due to welding issues, you delete just the face and then the lines, and end up missing something. This really bugs me as I have an OCD with map cleanliness, so I imagine a fix will come to eliminate the island vertices.
In terms of performance, a gap in the wall shouldn't do anything. The engine does not use a visibility precalculation, and does so in real time, and in order to block rendering visibility you need to use occlusion geometry. Find more about that here:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113424" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=113424</a>
Perhaps I didn't describe what to do best. pSyk0mAn described a way of dealing with this, I'll take a look around for what he said.
Keep trying until then though, I know it is fairly simple to work around once you know what to do.
Yes, or rearranging vertices.
If you scale around until it's back on the grid, one or multiple lines are usually shorter, because one vertex might be a little off into the inside, which isn't shown by the scale unless you check scale on lines.
You can also notice that one or multiple vertices are slightly off, when the texture scale is, for example, something like 0.9999/1.001 instead of the supposed 1.0 .
This and the current auto-weld of vertices led me to build most of the geometry tied together and only seperate geometry, where it is possible to extend floor or wallfaces so vertices don't overlap.
After all it's easier to change things and select certain geometry, when dbl-clicking it doesn't select the whole room.