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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Mon Apr 07, 2008 9:33 am Post subject: |
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Several terms you speak of are very new to me, how do you see how many "units big" the map is? Does it matter if I make it small or big in the hammer editor, can I enlarge it properly in the GE editor by setting the scale parameter to 0.1? How do you get "wall points"? When is the stage 100%? The integer values you're talking about, where can I see those?
This far, nothing more advanced than a square room has worked. The clipping gets really bad in almost all cases. Even in the ridiculously big rooms (0.01 scale etcetera.)
It seems to me that you people don't encounter this problem at all, and no document or guide even mentions clipping problems such as these.
Please, look at this picture sequence, maybe you can tell what happens
Here is the map in Hammer. Is this the kind of brushwork we should use? Is it big enough?
Converted to .bsp and opened in Crafty. Is the mesh messed up or should it look like this? Is the 1.0 scale ok?
Imported into the GE-editor. Is this an acceptable look for the mesh when imported?
Stan Converted and I've "redone clipping connections." It's broken.
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Apr 07, 2008 9:45 am Post subject: |
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Using a 64x64 grid in Hammer should let you import at 1.0 scale. I use a 32x32 grid and import at 0.5, I like working in a smaller scale. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Apr 07, 2008 11:59 am Post subject: |
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Hi, I can't talk out of experience, but, in those wireframe renders, I see some quite overcomplicated geometry, with walls divided in more than one "panel", vertexes in the midle of a face, like you have in some points of the floor.
Why do you do it like that? is there any reason?
I say this because given the sample texturing you are showing, it doesn't seem like you need to break those surfaces to allow different parts in them to be textured differently (the only reason I can think of).
If there's no need for it, you may be better off simplyfying it and it may help with your clipping problem. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Apr 07, 2008 12:12 pm Post subject: |
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Hammer does that automatically in the compiling process, or rather the compiling tools do. I guess Half-Life works better with smaller geometry or something. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Mon Apr 07, 2008 12:48 pm Post subject: |
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radorn wrote: | Hi, I can't talk out of experience, but, in those wireframe renders, I see some quite overcomplicated geometry, with walls divided in more than one "panel", vertexes in the midle of a face, like you have in some points of the floor.
Why do you do it like that? is there any reason?
I say this because given the sample texturing you are showing, it doesn't seem like you need to break those surfaces to allow different parts in them to be textured differently (the only reason I can think of).
If there's no need for it, you may be better off simplyfying it and it may help with your clipping problem. |
The reason that I break the brushes up like that is so I can control the compiling better. I've already tried more simple geometry and after compiling the mesh is even worse and the clipping is just as messy.
Dragonsbrethren wrote: | Using a 64x64 grid in Hammer should let you import at 1.0 scale. I use a 32x32 grid and import at 0.5, I like working in a smaller scale. |
I'll get back to you. It's not going too well right now. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Apr 07, 2008 2:06 pm Post subject: |
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oh... strange. I haven't used hammer yet anyway, but it indeed sounds strange that you need to make extra divisions for things to work better.
All I can say is good luck getting it to work, it sure looks like a nice little map for frenetic action! Hope you can overcome those difficulties soon. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Tue Apr 08, 2008 3:49 am Post subject: |
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Here is a .rar containing an .ips file and the Hammer file. To open the map in Hammer, all you need is the ge.wad. Maybe you can compile it, and succeed where I have failed, miserably. If you do, please tell me what you did to get it to work. To play the map, just choose Temple in multiplayer mode. You can move some but that's all.
http://www.sendspace.com/file/9mhq7p
Why is it only me who has these problems? How many of you are making maps from scratch in Hammer, and how does it work? I have tried to compile different maps on different computers and I get the same clipping errors every single time. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Apr 08, 2008 4:03 am Post subject: |
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Have you tried increasing your map size? I still believe it is due to rounding and a very small map. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Tue Apr 08, 2008 5:01 am Post subject: |
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SubDrag wrote: | Have you tried increasing your map size? I still believe it is due to rounding and a very small map. |
Here, it's as big as possible in Hammer, I've scaled it to 0.1, you can barely see the other side of the wall in game, but clipping still doesn't work. I'm speechless.
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Apr 08, 2008 11:31 am Post subject: |
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Import at 1.0, not 0.1, 0.1 is ten times smaller than it is in Hammer.
Edit: Never mind, I misread. If it's still that large in-game at 0.1 scale then I don't know what's wrong. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Tue Apr 08, 2008 12:53 pm Post subject: |
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Wouldn't 0.1 make it ten times larger than the original from Hammer, or am I mistaken? _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Tue Apr 08, 2008 1:01 pm Post subject: |
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It would. Values are *divided* by scale. Essentially, scale sets unit size. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Apr 08, 2008 1:02 pm Post subject: |
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You're right, for some reason I got it backwards when I wrote that. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Apr 08, 2008 1:36 pm Post subject: |
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For fun try redoing clipping connections then stan converting. Or just redo clipping connections and hope your level works. No idea why stan convert is acting up, seems to have worked decently in general lately. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Apr 08, 2008 1:54 pm Post subject: |
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I haven't had any problem with stan convert, its worked flawlessly in every map I've clipped so far. |
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