BBA0-Alpha Map Test is now online!
@darkerror,
yeah its r_subdivisions.. 4 is default, 1 is the highest.. but if you run it default from now on, most maps will
look different ( back to normal ).
@fish, good catch on that block, i did remove it last pass through the editor.. it was left over when i ran the cables differently.
that lifted texture on the wall is a patch, and its being taken out since i have to redo that arch.
and as for the gravestone.. i dont see that in mine, it
looks like a texture is missing... however im shure i packed them all in there.
but, im redoing the stones a bit, taking off the shinyness and leaning them at odd angles for a more rustic look..
the map does use a lot of textures, by default et sets the com_hunkmegs to 56 ( i think.. ) and what may be
happening is your et may be using up all allocated memory and ignoring textures past it.. ( i dont think this is the case though, cause your et should throw an error about it )
56 megs was the standard back then, when a whopping 128meg was a lot of memory.. but nowadays everyone has 512 or more.. so i would
recommend setting the com_hunkmegs to 128, so et
has a lot of mem to play with. yours is probably set
at this anyways, but check it again. although im not
shure that will fix it, but it doesnt hurt as maps are
getting larger lately and its good to keep the hunkmegs setting high ( 128 is more than enough.. )
but.. maybe i missed packing a texture.. i'll double check it again.
yeah its r_subdivisions.. 4 is default, 1 is the highest.. but if you run it default from now on, most maps will
look different ( back to normal ).
@fish, good catch on that block, i did remove it last pass through the editor.. it was left over when i ran the cables differently.
that lifted texture on the wall is a patch, and its being taken out since i have to redo that arch.
and as for the gravestone.. i dont see that in mine, it
looks like a texture is missing... however im shure i packed them all in there.
but, im redoing the stones a bit, taking off the shinyness and leaning them at odd angles for a more rustic look..
the map does use a lot of textures, by default et sets the com_hunkmegs to 56 ( i think.. ) and what may be
happening is your et may be using up all allocated memory and ignoring textures past it.. ( i dont think this is the case though, cause your et should throw an error about it )
56 megs was the standard back then, when a whopping 128meg was a lot of memory.. but nowadays everyone has 512 or more.. so i would
recommend setting the com_hunkmegs to 128, so et
has a lot of mem to play with. yours is probably set
at this anyways, but check it again. although im not
shure that will fix it, but it doesnt hurt as maps are
getting larger lately and its good to keep the hunkmegs setting high ( 128 is more than enough.. )
but.. maybe i missed packing a texture.. i'll double check it again.
thats strange... im running the alpha in a fresh et install, to make shure i dont
get missing textures, and i see it fine..

but the graves do use a few blending stages... maybe it has something to
do with a cvar setting for textures.
both of you using nvidia cards?
but as i mentioned, im changing the graves to a more rustic look, so those
blending stages will be gone and this should fix that problem.
get missing textures, and i see it fine..

but the graves do use a few blending stages... maybe it has something to
do with a cvar setting for textures.
both of you using nvidia cards?
but as i mentioned, im changing the graves to a more rustic look, so those
blending stages will be gone and this should fix that problem.
Yeah, I use a Nvidia Geforece Go 7700 in my laptop. I'll pop the map in a fresh ET install and see what yields. I leaning towards the problem being a cvar or two for graphic settings like you say Ray. I also have com_hunkmegs set to 1024, so it's likely not the issue.

"There are three types of people in this world, those who can count, and those who can't"
-
- Retired Clan Member
- Posts: 266
- Joined: Wed Dec 31, 1969 7:00 pm
- Location: Strangled, pounced, boomed, hit with concrete and somehow on fire with pipe bomb under me
The graves looked normal to me as well, so it's probably just a cvar thing. There was one thing though. I don't know if you can or would want to fix it, but it could be used as a decent exploit.


You get along the top edge, you can't be seen, you can see through walls and I'm going to think a lot of people are going to try it as it's not that hard to get there. It can be done on both sides.


You get along the top edge, you can't be seen, you can see through walls and I'm going to think a lot of people are going to try it as it's not that hard to get there. It can be done on both sides.
On the axis side near the flag, i was standing behind the wall. And was gonna heal my self with medic pack, somehow i was trowing them through the wall. I was not able to do it more then that one time. But i dont know if any others has seen the same thing.
The wise word from MadMaz: 192 is behind a fucking router!
-
- Retired Clan Member
- Posts: 130
- Joined: Wed Dec 31, 1969 7:00 pm
- Location: Trying to find my whiffle ball bat!? :\
I haven't really tried that in the new map, but I know lots of maps will do that in certian areas. I notice it a lot because I like to bounce medipacks off the wall to myself.Venze wrote:On the axis side near the flag, i was standing behind the wall. And was gonna heal my self with medic pack, somehow i was trowing them through the wall. I was not able to do it more then that one time. But i dont know if any others has seen the same thing.