What do you think more people would prefer? -1 reply

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Kahn

Unknown Title

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10th December 2002

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#1 6 years ago

So I'm making a map based off of a tv cartoon show and well it’s gotten way to big and way too much detail. I get the error of MAX_EDGE_LINES when I try to compile the map.

So lets be honest, there are a lot of people in this community that expect the world out of maps and complain about the most minor things even though they don’t know how to map.

So here’s my question. Is it best that I split my map into 2 separate maps and even out the popular buildings, or do I lose many of the details of the buildings and just use big textures to cover the outside of the buildings instead of individual textured windows like most video games u buy, like Cod and such and no one complains about their textures?




Raz0r

Worse than most terrible

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27th September 2006

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#2 6 years ago

...Good to see you're still around =D

I'd say try to keep it in the one map for ease-of-use, I think people would complain about having to switch maps to explore other areas more than "Oh that particular window isn't super-realistic"




Jonny2199

Click >HERE< to find an idiot.

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18th September 2005

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#3 6 years ago

1 map gets my vote. The description intrigues me. A cartoon town that people would like certain places and landmarks in...

Spoiler: Show
Konoha.jpg

???




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#4 6 years ago

Do remember that JA is almost a decade old. It can't handle anywhere near the level of detail you see in current games or even ones a few years old. I say split it up to avoid fps issues and the risk of running out of brushes and entities.




Kahn

Unknown Title

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10th December 2002

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#5 6 years ago

Well, i deleted 3 of the most detailed buildings and it was finally able to compile.. So i must not be that far over my limit, so i think i can loose some details to keep everything in 1 map.. maybe.. but still have other buildings to add still...

yea i dont know if i will ever be gone.. lol i alway check in from time to time and map a little here and there when im bored.

Thanks Raz0r, I'm thinking that too.

Good point Jose Carlos.. I have been here since 2002... A lot has upgraded in these last 9 years and really cant expect it to be to the latest games standards.

And Jonny.. It is an expantion of a map i have posted before... A BIG expantion.




Jonny2199

Click >HERE< to find an idiot.

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18th September 2005

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#6 6 years ago
Ganseki

Newbie...

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13th September 2010

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#7 6 years ago

type in the meta compilation line -notjunc this will solve the problem.

also type -lomem at light

in the rooms with mirrorfloor or cameras and etc portals MINIMIZE USE of GLASS AND WATER Brushes

Dont use multiple vert brushes arbitery sided more or less. instead of them use Curves.




Kahn

Unknown Title

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10th December 2002

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#8 6 years ago

I just dont want my fps to be extreamly low if theres a problem if i do the -nojunc, you think that will lower them?

I've never heard of -lomem, what does that do?

i dont have many glass or ant water brushes actaually




Nozyspy

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30th August 2004

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#9 6 years ago

Kahn lives! :D




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#10 6 years ago

From the Q3Map2 Wiki:

-notjunc

  • Will not fix T-Junctions (can cause sparklies and LOD cracks).

-lomem

  • Trades increased compile time for decreased memory usage. If you are getting safe_malloc errors (or just running out of RAM), try this switch.