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  Forums - Mapping, textures and models - [CZ] zm_creeps, Leaf saw and memory acculation errors Online: 284 · 405 405 requests per minute
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noldi
Member

Joined Jul 2009

[CZ] zm_creeps, Leaf saw and memory acculation errors
Hey here is the log :

code:
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlcsg -----
Command line: hlcsg -nowadtextures zm_creeps 
Entering zm_creeps.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

14 brushes (totalling 84 sides) discarded from clipping hulls
CreateBrush:
 (0.29 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.67 seconds)

Using Wadfile: \misc\cs mapping\wads\cstrike.wad
 - Contains 14 used textures, 15.22 percent of map (461 textures in wad)
Using Wadfile: \misc\cs mapping\wads\structural.wad
 - Contains 0 used textures, 0.00 percent of map (337 textures in wad)
Using Wadfile: \misc\cs mapping\wads\de_piranesi.wad
 - Contains 3 used textures, 3.26 percent of map (403 textures in wad)
Using Wadfile: \misc\cs mapping\wads\czcs_italy.wad
 - Contains 24 used textures, 26.09 percent of map (454 textures in wad)
Using Wadfile: \misc\cs mapping\wads\itsitaly.wad
 - Contains 7 used textures, 7.61 percent of map (395 textures in wad)
Using Wadfile: \misc\cs mapping\wads\halflife.wad
 - Contains 37 used textures, 40.22 percent of map (3116 textures in wad)
Including Wadfile: \misc\cs mapping\zhlt\zhlt.wad
 - Contains 1 used texture, 1.09 percent of map (8 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_san-angelon.wad
 - Contains 6 used textures, 6.52 percent of map (327 textures in wad)

added 11 additional animating textures.
Texture usage is at 2.12 mb (of 4.00 mb MAX)
1.54 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlbsp -----
Command line: hlbsp zm_creeps 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...2543 (0.13 seconds)
BSP generation successful, writing portal file 'zm_creeps.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2571 (0.14 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2346 (0.12 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2630 (0.17 seconds)
2.23 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlvis -----
Command line: hlvis -full zm_creeps 
1105 portalleafs
3681 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [      on ] [     off ]


BasePortalVis:
 (2.48 seconds)
LeafThread:
 (813.08 seconds)
Warning: Leaf portals saw into leaf
    Problem at portal between leaves 253 and 254:
       (-512.000 3293.491 912.000)
    (-515.198 3295.011 912.000)
    (-1401.624 3776.000 1243.376)
    (-1315.255 3776.000 1472.000)
    (-512.000 3394.078 1472.000)

average leafs visible: 409
g_visdatasize:116648  compressed from 153595
815.71 seconds elapsed [13m 35s]

-----   END   hlvis -----



hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlrad -----
Command line: hlrad -sparse zm_creeps 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 2 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [            Sparse ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
bounce dynamic light [                on ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

9311 faces
Create Patches : 85809 base patches
0 opaque faces
1281975 square feet [184604480.00 square inches]
447 direct lights

BuildFacelights:
 (105.17 seconds)
BuildVisLeafs:
 (1374.56 seconds)
visibility matrix   : 202.3 megs
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption


-----   END   hlrad -----




I tried opening zm_creeps.map, and searching for those xyz coordinates found in the Leafsaw error, but I couldn't find them, how can I find out where those coordinates are in my map? Thanks
to forum permalink 2010-08-23 15:39:55 Reply to this Print
fr33pr0d fr33pr0d
Moderator

Joined Mar 2009

This is usually caused by really small brushes (usually small cylinders) and/or selecting a lot of brushes and resizing them all at once.
Another possible cause could be wrong use of vertex manipulation or the carve tool but these type of errors should show up in Check for errors (Alt+P) as invalid solid structure.
--

compiling stuff...
to forum permalink 2010-08-23 17:09:47 Reply to this Print
noldi
Member

Joined Jul 2009

Alright, I fixed the Leafsaw error (yay), but now what I still have is the Memory Allucation error. Lemme post log :

code:
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlcsg -----
Command line: hlcsg -nowadtextures zm_creeps 
Entering zm_creeps.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

14 brushes (totalling 84 sides) discarded from clipping hulls
CreateBrush:
 (0.31 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.56 seconds)

Using Wadfile: \misc\cs mapping\wads\cstrike.wad
 - Contains 15 used textures, 15.15 percent of map (461 textures in wad)
Using Wadfile: \misc\cs mapping\wads\structural.wad
 - Contains 0 used textures, 0.00 percent of map (337 textures in wad)
Using Wadfile: \misc\cs mapping\wads\de_piranesi.wad
 - Contains 4 used textures, 4.04 percent of map (403 textures in wad)
Using Wadfile: \misc\cs mapping\wads\czcs_italy.wad
 - Contains 24 used textures, 24.24 percent of map (454 textures in wad)
Using Wadfile: \misc\cs mapping\wads\itsitaly.wad
 - Contains 8 used textures, 8.08 percent of map (395 textures in wad)
Using Wadfile: \misc\cs mapping\wads\halflife.wad
 - Contains 40 used textures, 40.40 percent of map (3116 textures in wad)
Including Wadfile: \misc\cs mapping\zhlt\zhlt.wad
 - Contains 1 used texture, 1.01 percent of map (8 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_san-angelon.wad
 - Contains 7 used textures, 7.07 percent of map (327 textures in wad)

added 13 additional animating textures.
Texture usage is at 2.39 mb (of 4.00 mb MAX)
1.43 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlbsp -----
Command line: hlbsp zm_creeps 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...2518 (0.16 seconds)
BSP generation successful, writing portal file 'zm_creeps.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2542 (0.16 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2304 (0.17 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2595 (0.14 seconds)
2.43 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlvis -----
Command line: hlvis -full zm_creeps 
1098 portalleafs
3618 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [      on ] [     off ]


BasePortalVis:
 (2.21 seconds)
LeafThread:
 (722.31 seconds)
average leafs visible: 409
g_visdatasize:115643  compressed from 151524
724.79 seconds elapsed [12m 4s]

-----   END   hlvis -----



hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlrad -----
Command line: hlrad -sparse zm_creeps 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 2 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [            Sparse ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
bounce dynamic light [                on ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

9248 faces
Create Patches : 85968 base patches
0 opaque faces
1291521 square feet [185979104.00 square inches]
529 direct lights

BuildFacelights:
 (121.51 seconds)
BuildVisLeafs:
 (1346.94 seconds)
visibility matrix   : 199.9 megs
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption


-----   END   hlrad -----



So :

hlcsg errors (no, 8 wads being used, 11 animated textures)
hlbsp errors (no)
hlvis errors (no)
hlrad errors (memory thingy) any ideas? I hear most VIS errors are related to RAD. Ok thanks
to forum permalink 2010-08-23 17:36:24 Reply to this Print
fr33pr0d fr33pr0d
Moderator

Joined Mar 2009

This means that the compilers do not have enough resources to compile the map.

Possible solutions:
1) Compile with a GUI compiler (like »Batch Compiler (138.5 KB)). It uses a lot less resources than VHE's front-end compiler;
2) Your swapfile is full. Try cleaning it up (temp files, empty recycle bin)
3) Defragment the hard drive;
4) Most common: You've enclosed the map in a huge skybox. If that's the case, delete the skybox and never built it again. Build sky brushes only where you need them;
5) The less fortunate solution: buy more RAM.
--

compiling stuff...
to forum permalink 2010-08-23 19:04:19 Reply to this Print
noldi
Member

Joined Jul 2009

Hmm, maybe theres a problem with my map? I tried doing compiling it with batch compiler, and I disabled anti virus, weather at home programs, etc. Can you check it out for me? thanks

http://rapidshare.com/files/415092152/zm_creeps.rmf

This is what the map's using :

cstrike.wad
structural.wad
de_piranesi.wad
czcs_italy.wad
itsitaly.wad
halflife.wad
cs_san-angelon.wad
gfx/env/fullmoonup.tga
gfx/env/fullmoondn.tga
gfx/env/fullmoonlf.tga
gfx/env/fullmoonrt.tga
gfx/env/fullmoonft.tga
gfx/env/fullmoonbk.tga
models/player/gsg9/gsg9.mdl
models/player/guerilla/guerilla.mdl
to forum permalink 2010-08-25 12:45:20 Reply to this Print
fr33pr0d fr33pr0d
Moderator

Joined Mar 2009

I loaded the wads you listed but the map is just half textured. Are you sure those are all the wads you used? Did you modify any of them?

The compile process is slow and it needs a lot of resources because you placed a lot of lights. There's no need for that many lights, especially that close to each other (you have 6 lights in a 500x448 space and you have 3 such spaces). This is a lot even for normal maps. If you want more light in one place, use one light and increase it's brightness. 6 lights = 6 times the calculations of 1 light. If you multiply this by 3 (because you have 3 such spaces) you get 18 times the calculations when only 3 would have been enough. The engine needs to calculate how many faces does each light reach, if you have 600 faces (you have more than that) times 18 = 10600 calculations when only 600 x 3 = 1800 calculations would have done the job just fine.This will eat all the resources and eventually give up (showing the error you see in your log).
I tried to delete some of the light entites but you grouped them together about 20 times (why?!) so I just gave up.
--

compiling stuff...
to forum permalink 2010-08-25 15:50:16 Reply to this Print
noldi
Member

Joined Jul 2009

Oh, alright I will remove the lights in the cave, and maybe the towers, but i grouped them for the light switch button, xD, I also did modify them, yes, I merged a lot of em into eachother. Thanks buddy though, imma delete some.
to forum permalink 2010-08-25 16:56:28 Reply to this Print
fr33pr0d fr33pr0d
Moderator

Joined Mar 2009

You do not need to group objects together to activate/deactivate all of them at the same time. Simply use the same name for all the entities you want to activate/deactivate and when that name is triggered, all the entities with that specific name will be activated/deactivated (jeez.. a lot of act/deact lol). It doesn't matter if the entities are in the same group or not.
--

compiling stuff...
to forum permalink 2010-08-25 17:54:45 Reply to this Print
noldi
Member

Joined Jul 2009



edit: Thursday August 26th, @01:49PM

Hahahah, but yeah I dont know what I was thinking putting 9 lights like 2 inches away from eachother XD Lets just see how the compile is going to go. And btw, how do you think that map is?
to forum permalink 2010-08-26 12:30:35 Reply to this Print
fr33pr0d fr33pr0d
Moderator

Joined Mar 2009

I haven't really played zm_, mostly because of the maps. Whenever I joined a zm server, the maps were just a big room with some stuff in it (some tall boxes, a few rocks, some holes in the walls for the CT to crawl into. In some cases, the mappers tried to give the map a theme but they didn't really put any effort into it.

Take a look at »de_dazzling_cso (17.11 MB) (the link points to a de_ converted version but the layout/textures are the same). I played this map with zombies in Counter Strike Online. I LOVED IT! I couldn't get enough of it.
I realize that zombie mod uses a lot of models and stuff but c'mon, anything is better than a wannabe building and some rocks.

Your map looks better than what I've seen on zombie servers but I'm not sure about the gameplay since have a lot of empty spaces and the outside area is pretty much square shaped. This will make the engine render most of the map at any given time (if a player is outside) which will increase the wpoly count (world polygons), which in turn has a direct effect on the fps (high wpoly count, low fps).
--

compiling stuff...
to forum permalink 2010-09-01 07:31:17 Reply to this Print
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