Nirvana 3º hive redesinged shots.

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Yaba daba dooooooo!</div>It took me 3 hours to compile this single room in -full for VIS, which tells me it is badly mapped and has too many ciliders in it. Please note that the light spots shown are badly directed, and the other part of the room ones are not there NUT should be. Also please dont tell me the Hive is the other way round....i can see it with my own eyes (it looks SOOO crappy the other way round.....).

id fix bugs but i need to sleep and dont want to wait another 3 hours for it to compile.

Another note. This Hive is the same as the other thread one, ive just made it bigger.

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/nirvanav603_3hive0.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/nirvanav603_3hive1.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/nirvanav603_3hive2.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns/nirvanav603_3hive3.jpg" border="0">

Comments

  • Llama_KillerLlama_Killer Join Date: 2002-07-30 Member: 1029Members
    SWEETNESS!!!! Good one could you do my map for me?
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    blueman,

    take a few screenies with r_speed 1 on... I'm just curious to see what the r_speeds are...
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    It looks much better with the hive entity <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->.
    Hows the progress of nirvana??
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I love how cool looks the hive facing the wall <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    heh, nice work
  • Darth_MooDarth_Moo Join Date: 2002-01-25 Member: 83Members
    its been awhile since i mapped, but i remember an option to just compile entities

    another mapper will have to tell u exactly how, but it is quite useful if u have entities the wrong way around <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    actually, r_speeds are quite good at the room. the worst is when you goto one of the 4 corners, it gets up to 900. I gotta fix that <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> , but just looking one side or another of the room goes up to 300-350.

    id like to know how to compile only ents....anyone knows???

    oh. Map is advanced. i just need to connect 1 corridor to another room near it and map will be finished. Ive still gotta fix ALL the lightings, make lifts work, fix nugs, change some things, do the readyroom entirely......it will take some time <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    You said that your light spots are badly directed.. i can help you immensly with that problem.  i had that too, and i couldn't figure out for the life of me how to get them pointed in the right direction. then i thought of something, one of the peramiters for light spots is "Target".  make an 'info_target' entity, name it whatever, and set the target peramiter for your lightspot to the name if your info_target. move the info_target entity to that it's in line with the light spot and where you want it to hit, and that's where it'll go.  that's how i did all my light spots, and it works like a charm.

    Belg
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    mmm thx Belgarion. wut i ment about the light spots was that they were badly directed as i had done a copy-paste and then got the new part and rotated 180º so thats why lights point the wrong place. I use light spots both with info_target and without them, and work fine. but anyways, thx for the post. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    just trying to help. it sounded like you were having trouble with them anyway. i had trouble for a while. my spot lights look pretty now. ^_^ i've only got trouble with doors now in NSTR.. it's weird.

    Belg
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    To get an only-entity compile, run HLCSG with the -onlyents parameter.  It'll update the entities from the .map and leave the rest of the map untouched.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Regarding light_spots and info_targets:  Use this method very sparingly, if at all.  Every info_target has to have a name, and therefore every info_target gets added to the visible entity packet.  If you have too many of them in the map, then you will start running into visible entity packet errors, and some of your entities will start turning invisible.  This can be very problematic in NS with its numerous buildings and such.  Trust me when I tell you that I figured this out the hard way.
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