unreal editor error problem
- FraGnBraG
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Re: unreal editor error problem
LOL This thing's not that big. It looks like you have 1 big zone. I assume CTF? So you'll be flipping it? That will give you ~2500 brushes - Nothing to crazy there, but too much for 1 zone. Some of my maps are 3000-5000 brushes and they build and work fine, but they use 50-64 zones. From what I see you can easily zone the map into several sections. By chopping it into zones you will help performance emensly, providing you do it correctly. Assuming the PPV is amoung the buildings (from street to perhaps a few lower rooftops, and not flying, you altready have plenty of BSP-view blocking available, however you must zone the map.
Note - "build visible actors" affects only "hidden" brushes and actors (most of them). For example you make a builder room for prefabs, then assign it's brushes to a group, then hide the group, set "build only visible actors" and build - the hidden stuff is not included in the compile. Very handy.
Printing the log dump on your screen is useless - that's not the whole thing. Copy the file called editor.log (in unrealtournament system folder) and send as a attachment.
Good luck.
Note - "build visible actors" affects only "hidden" brushes and actors (most of them). For example you make a builder room for prefabs, then assign it's brushes to a group, then hide the group, set "build only visible actors" and build - the hidden stuff is not included in the compile. Very handy.
Printing the log dump on your screen is useless - that's not the whole thing. Copy the file called editor.log (in unrealtournament system folder) and send as a attachment.
Good luck.
- FraGnBraG
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Re: unreal editor error problem
Okay, never mind - I didn't see the latest posts - I d'ld your map and will rebuild it now
- FraGnBraG
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Re: unreal editor error problem
tried a bunch of things, no luck - imo, it's too much geometry in one space - I would suggest build it in smaller separate sections that can be properly zoned. You can't build "one-world" type maps (like in GTA or fallout) in UT99, sorry. Oh, semi solid doesn't help the problem either. Sorry
Happy New Years anyways...
Happy New Years anyways...
Re: unreal editor error problem
Map is now fixed and released. This thread can be closed/ locked.
Also thanks for helping FragNBrag
Also thanks for helping FragNBrag
- FraGnBraG
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Re: unreal editor error problem
Final looks the same as the other one - What did you do to fix it? Since I spent some time to help you I'd like to know what you ended up doing... share what you learn man (pm me if you want)
Re: unreal editor error problem
Ok what i did was build bsp and lighting only. i didnt rebuild geometry so i made sure i didnt need any of the copy and pasted brushes. looks like everything turned out fine in the end.
- FraGnBraG
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Re: unreal editor error problem
ahh - so you didn't do a full build! so it must have crapped when it was trying to optimize - still think it's a lot for one zone, but it obviously works The wonders of UE1... thanks
- Feralidragon
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Re: unreal editor error problem
A full build should NEVER be the usual way of rebuilding the map structure, actually the "full build" should be your last resort to fix annoying BSP problems.
Use always the seperate builds: BSP, lighting and paths.
Use always the seperate builds: BSP, lighting and paths.
Re: unreal editor error problem
Lol really? i always used full build.Feralidragon wrote:A full build should NEVER be the usual way of rebuilding the map structure, actually the "full build" should be your last resort to fix annoying BSP problems.
Use always the seperate builds: BSP, lighting and paths.
btw what does "Apply selected lights/lights to selected zone descriptors only" do?
- Creavion
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Re: unreal editor error problem
FORGET THAT. Thats BS!>@tack!< wrote:btw what does "Apply selected lights/lights to selected zone descriptors only" do?
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
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My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- FraGnBraG
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Re: unreal editor error problem
I usually start out that way (g + l + p) but end up having to full build, usually around the time the thing hits around 700-800 brushes. I also tend to use a lot of curves, radials, prefabs and 2dse stuff...
Maybe we should start a new discussion thread regarding current thinking/practices on "compiling" maps etc... I for one wouldn't mind discovering what folks around here think or know about it - i have my theories/knowledge on the subject, going way back, not always correct, mind you, but generally based in experience and the experience of others. Thinking always changes with new sources of info, and i have quite an open mind...
Cheers
Maybe we should start a new discussion thread regarding current thinking/practices on "compiling" maps etc... I for one wouldn't mind discovering what folks around here think or know about it - i have my theories/knowledge on the subject, going way back, not always correct, mind you, but generally based in experience and the experience of others. Thinking always changes with new sources of info, and i have quite an open mind...
Cheers
- Creavion
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Re: unreal editor error problem
Just do it? I would be curious as well.FraGnBraG wrote:Maybe we should start a new discussion thread regarding current thinking/practices on "compiling" maps etc...
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.