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Ozma777 USER: OZMA777
Dominating
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Posted: Fri Feb 22, 2013 00:57 Post subject: When to build all?
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I'm trying to get a fix for postmodern done. I know that if I rebuild all the map will likely become unplayable and I'll need a week of torture to get it working again.
So I am wondering...If I just add a skinned torchflame and some ambient sounds do I need to rebuild geometry or can I just rebuild lighting then rebuild paths, or should I go to build options and unselect build geometry and build that way.
I know it sounds stupid to not want to rebuild, but I remember when I first doubled that map. I doubled and fixed all the tags and playerstarts. Rebuilt all and everything was all messed up. Whole rooms were submerged, whole sections were blocked by invisible bsp walls, instakill spots, false walls that let you out into the void, crazy stuff. When I managed to get V1 finished it was not at all the kind of gameplay that it was before I doubled. It took 2 more fixes to get it to work a bit better (and then the last teleporter in the outside room was invisible but shouldn't be) and now I want to make that work too.
Mostly I read a little while ago about records being carried over from maps that were V1 to V2 because the game play didn't change, no bugs or cheat spots were fixed it was retexturing or some other cosmetic changes from V1 to V2. Since no one wants to replay Postmodern, but I want that teleporter visible, if the previous records can be transferred then I can get V4 finished.
But do I have to rebuild all after changing/adding ambientsounds and a skinned torchflame or can I just do rebuild lighting and paths?
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p-a-w-e-l USER: P-A-W-E-L
Godlike!
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Posted: Fri Feb 22, 2013 13:05 Post subject: Re: When to build all?
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Firstly, look at this template:
- use rebuild geometry in case you are doing anything with BRUSHES
- use rebuild light when you add a new or remove an old lights
- use rebuild path when you add a new decoration's elements or sounds or w/e besides lights and brushes
- rebuild all to obtain total result | * you can use it whenever you want without problems
Secondly, I don't understand it.
Ozma777 wrote: | ah damn I bet bhidden is set to true gamerelevent and alwaysrelevent are true but bhiddne is probably true. Oh well no v4 for sure...this map is done. |
Now you changed your mind immediately by saying you have fixed BT-PostModern. Well, ok but it's a bit confusing for us.
Eventually your problem seems weird. Rebuilding all and then some complications have appeared. Why?
* means that RARELY some bugs will appear after rebuilding such an enormously complex map.
I remember when I was fixing BT-Museum(forstruppi), from time to time some bugs appeared and I was repairing them over and over! Before I released first ' proper ' project to BT1, I had like 13 wasted hours behind.
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RoelerCoaster USER: MMI
i4Games Trustee
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Posted: Fri Feb 22, 2013 13:57 Post subject: |
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- You only have to do a rebuild-paths if you changed an actor form the NavigationPoint class, fours sounds, triggers, etc, add and save is enough (although for some reason I got used to doing a rebuild paths in those cases anyway....)
- In my opinon, if you change brushes, always do a build-all, never build geometry and lights separately as that seems to skip a step of the building process.
- When you just add/change a light, you can do a build lighting, however for me this sometimes gives different results than doing using build-all.
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Ozma777 USER: OZMA777
Dominating
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Posted: Fri Feb 22, 2013 16:00 Post subject: |
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ok thanks....I don't understand either.
It seems that most of my maps break themselves severely when I build all right at the end. Like I have a working map but one sound is too low, or a couple of decorations didn't double or something simple like that. The map works fine but I decide to fix those things. Then I build all and spend days trying to deal with the crap my map has become after that last rebuild all. Like the map I just made for example (The-Lonely-Tower). I had a working map, but one dodge didn't work the way it had worked earlier (don't have any idea why it didn't work anymore, because I didn't change it). So I raised the rock into the dodge plank (board shaped brush) and rebuilt all. Now I just spent the last 2 hours trying to get ONE warpzone to go back to normal. I gave up. That dodge still sucks, but I spent 31 hours nonstop mapping today finishing up meganoob, postmodern, and the-lonely-tower. So I'll leave it like that. Besides most people play red anyways and the warpzone is at the last flag drop. Nothing to do there but drop so even though you can't see the flag below you, you will know what to do.
BTW post is here for my new map and fixed maps:
http://www.i4games.eu/forum/t6643-bt-thelonely-towermeganoobpostmodern?start=0&postdays=0&postorder=asc&highlight=
mmi wrote: | -
- In my opinon, if you change brushes, always do a build-all, never build geometry and lights separately as that seems to skip a step of the building process. |
So you mean never do build options, uncheck lighting and paths and build then uncheck geometry and build lighting? But rebuild geometry and then rebuild lights is ok as long as you don't use the build options? Obviously though before release a full rebuild is needed.
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RoelerCoaster USER: MMI
i4Games Trustee
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Posted: Fri Feb 22, 2013 16:30 Post subject: |
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I didn't even know about those check boxes in the build options.
I mean there is a button for geometry, one for light and one for paths, but not one for BSP. So first building geometry, then lights, then paths gives a different result than rebuilding all
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Ozma777 USER: OZMA777
Dominating
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Posted: Fri Feb 22, 2013 21:03 Post subject: |
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ah ok I see. Sometimes I uncheck optimize geometry, and sometimes I do less cuts or more portals cut all, but I don't really know what it does except fix maps sometimes if nothing else works. So doing build all adds either a pre geometry build or a post geometry build that you need in order to have it compile correctly. Thanks. I am still learning a lot of things.
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