Search found 59 matches
- Fri Jul 20, 2012 3:08 am
- Forum: Radiant
- Topic: MAX_MAP_DRAW_INDEXES
- Replies: 27
- Views: 41522
Re: MAX_MAP_DRAW_INDEXES
P.S. I went back and checked on my old uber map, it was actually # planes I had that was massive: brush total: 32073 plane total: 181966 pmesh total: 130 entity totals: brush: 189 point: 683 light: 2126 05/14/2012 10:27 PM 41,372,436 gen.bsp But I'm still able to load with com_hunkmegs 128, so it's ...
- Mon Jul 23, 2012 12:25 am
- Forum: Radiant
- Topic: MAX_MAP_DRAW_INDEXES
- Replies: 27
- Views: 41522
Re: MAX_MAP_DRAW_INDEXES
I'm not sure what a good way would be to select and delete all of your terrain brushes would be, but that'd be a good place to start, just to see how much space that costs you (as per my suggestion in my long post above).
- Wed Oct 17, 2012 10:33 pm
- Forum: Shaders / textures
- Topic: Portal texture
- Replies: 6
- Views: 23350
Re: Portal texture
do a normal "blendFunc blend" like I mentioned on irc yesterday...
- Tue Jan 08, 2013 6:07 pm
- Forum: Mapping Discussions
- Topic: Grass
- Replies: 8
- Views: 24574
Re: Grass
It doesn't really look that complicated... just 1 or 2 textures, maybe animated, maybe scrolling... neither of which would cause much fps loss
- Wed Jan 09, 2013 5:00 am
- Forum: Radiant
- Topic: how to test map in urt?
- Replies: 15
- Views: 36485
Re: how to test map in urt?
in my urt dev folder I compile my .map to .bsp inside q3ut4/maps
then inside urt, I open console and type /devmap mymapname
so, for example, if I have a map ames.map in q3ut4/maps
this compiles to ames.bsp inside q3ut4/maps
then I do /devmap ames
easy
then inside urt, I open console and type /devmap mymapname
so, for example, if I have a map ames.map in q3ut4/maps
this compiles to ames.bsp inside q3ut4/maps
then I do /devmap ames
easy
- Thu Jan 10, 2013 2:35 am
- Forum: Radiant
- Topic: how to test map in urt?
- Replies: 15
- Views: 36485
Re: how to test map in urt?
what I said works regardless of OS, it's also faster than launching from radiant (you can just leave your urt open, can even be already testing your map, recompile, then just console / up-enter reload)
- Thu Jan 10, 2013 3:15 am
- Forum: Radiant
- Topic: how to test map in urt?
- Replies: 15
- Views: 36485
Re: how to test map in urt?
I have an urt installation for mapping. This isn't required; you can use your normal urt install too. By dev folder I just mean wherever you compile your maps into bsps. I have no idea what you're talking about junk.text document. This is not a quake3 term and probably has nothing to do with urt or ...
- Thu Jan 10, 2013 3:26 am
- Forum: Radiant
- Topic: how to test map in urt?
- Replies: 15
- Views: 36485
Re: how to test map in urt?
that's just talking about the build log, it has nothing to do with your actual map... where is your MAP?
- Thu Jan 10, 2013 3:33 am
- Forum: Radiant
- Topic: how to test map in urt?
- Replies: 15
- Views: 36485
Re: how to test map in urt?
needs to go in your urt folder. in q3ut4/maps. also all your scripts/textures/etc need to be in the right place. then do what I said earlier
- Thu Jan 10, 2013 3:40 am
- Forum: Radiant
- Topic: how to test map in urt?
- Replies: 15
- Views: 36485
Re: how to test map in urt?
it doesnt matter how you compile, you can go through radiant or write a script to do it. in your case I'd recommend radiant I dont know why your way fails. I think you need to read some mappers setup tutorial or something....