Search found 59 matches

by vulture
Thu Jan 10, 2013 3:33 am
Forum: Radiant
Topic: how to test map in urt?
Replies: 15
Views: 32615

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
by vulture
Thu Jan 10, 2013 3:26 am
Forum: Radiant
Topic: how to test map in urt?
Replies: 15
Views: 32615

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?
by vulture
Thu Jan 10, 2013 3:15 am
Forum: Radiant
Topic: how to test map in urt?
Replies: 15
Views: 32615

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 ...
by vulture
Thu Jan 10, 2013 2:35 am
Forum: Radiant
Topic: how to test map in urt?
Replies: 15
Views: 32615

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)
by vulture
Wed Jan 09, 2013 5:00 am
Forum: Radiant
Topic: how to test map in urt?
Replies: 15
Views: 32615

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 :P
by vulture
Tue Jan 08, 2013 6:07 pm
Forum: Mapping Discussions
Topic: Grass
Replies: 8
Views: 21561

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
by vulture
Wed Oct 17, 2012 10:33 pm
Forum: Shaders / textures
Topic: Portal texture
Replies: 6
Views: 20720

Re: Portal texture

do a normal "blendFunc blend" like I mentioned on irc yesterday... :P
by vulture
Mon Jul 23, 2012 12:25 am
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 37513

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).
by vulture
Fri Jul 20, 2012 3:08 am
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 37513

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 ...
by vulture
Fri Jul 20, 2012 3:04 am
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 37513

Re: MAX_MAP_DRAW_INDEXES

Well that accounts for about 4k brushes. Do you have any curved surfaces? If you use too many subdivisions on those, they can easily cost you a lot of brushes. If I had to guess though, I'd just say it's because of your one large open area with lots of non-coplanar brushes. I'm not sure if there's a...