- Apr 15, 2020
- 14
- 1
Hello!
===
FINAL EDIT:
Issue solved with the lights issue.
The texture passtime/neons/neon_yellow generates light and kills compiling when used on a big brush *shrug*
===
EDIT:
I separately put one pacman into a map, wrapped a skybox around it and compiled in 3 stages, and here's what I found:
1) BSP:
Perfect, <1 second
2) VIS:
Surprisingly good, at around 1-2 seconds
(looks like func_detail saved this?)
3) RAD:
Atrociously horrible, at about 5 minutes, I think?
Looking at the compile log added below, there's this:
38465 patches after subdivision
17251 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (212)
too many lights 8193 / 8192
8193 lights???
===
I've got an idea for a dodgeball map, where players basically stand in the mouths of giant pacmans, and fight from there.
The idea is to make spheres (O), then cut into the sphere in a (<) or (>) way, for the shape of the mouth.
I've not worked with spheres before, and I don't know how I can replicate this.
Based on my little research, I've found that there are two ways to make spheres, one using the sphere brush and another using displacements.
I've tried both, and tried cutting into both, but they don't work or come up with stupid results.
1) Sphere brush: the brush was solid with multiple faces that couldn't be separated, and cannot be cut or clipped. I tried hollowing it out, which separated all the faces, but cutting it produces weird warped results, even when I manually cut each piece.
2) Displacements: like above, cutting it makes the pieces very weird and warped, but it's extra bad as the insides of the sphere has no texture. Trying to hollow it out creates a satanic block of matter.
Anyone can point me in the right direction, or tell me how I can achieve this?
Thanks in advance!
===
FINAL EDIT:
Issue solved with the lights issue.
The texture passtime/neons/neon_yellow generates light and kills compiling when used on a big brush *shrug*
===
EDIT:
I separately put one pacman into a map, wrapped a skybox around it and compiled in 3 stages, and here's what I found:
1) BSP:
Perfect, <1 second
2) VIS:
Surprisingly good, at around 1-2 seconds
(looks like func_detail saved this?)
3) RAD:
Atrociously horrible, at about 5 minutes, I think?
Looking at the compile log added below, there's this:
38465 patches after subdivision
17251 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (212)
too many lights 8193 / 8192
8193 lights???
===
I've got an idea for a dodgeball map, where players basically stand in the mouths of giant pacmans, and fight from there.
The idea is to make spheres (O), then cut into the sphere in a (<) or (>) way, for the shape of the mouth.
I've not worked with spheres before, and I don't know how I can replicate this.
Based on my little research, I've found that there are two ways to make spheres, one using the sphere brush and another using displacements.
I've tried both, and tried cutting into both, but they don't work or come up with stupid results.
1) Sphere brush: the brush was solid with multiple faces that couldn't be separated, and cannot be cut or clipped. I tried hollowing it out, which separated all the faces, but cutting it produces weird warped results, even when I manually cut each piece.
2) Displacements: like above, cutting it makes the pieces very weird and warped, but it's extra bad as the insides of the sphere has no texture. Trying to hollow it out creates a satanic block of matter.
Anyone can point me in the right direction, or tell me how I can achieve this?
Thanks in advance!
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