Collab Mapping #01 Phase 1/3
- papercoffee
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Re: Collab Mapping #01 Phase 1/3
It is not that I have troubles ...I have build a long funnel downward (it looked not bad) and suddenly comes this error message and the UEd closed without saving anything...
- editor Dave
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Re: Collab Mapping #01 Phase 1/3
Check if the map still runs fine in the wire frame mode. If it does there are a two possiblities (from my experience):
1. Your light radii are too big. At first, rebuild lighting only, when this doesn't help reduce the radii to 20 (Check coronas, too).
2. MyLevel got destroyed somehow. Some textures got overwritten and now can't look at them anymore (ingame you see very strange textures but it runs). Then you can't even open the textures in MyLevel. That would be bad because only deleting the brushes would help...
1. Your light radii are too big. At first, rebuild lighting only, when this doesn't help reduce the radii to 20 (Check coronas, too).
2. MyLevel got destroyed somehow. Some textures got overwritten and now can't look at them anymore (ingame you see very strange textures but it runs). Then you can't even open the textures in MyLevel. That would be bad because only deleting the brushes would help...
10-Year Anniversary on Jun 08, 2019.
- --=PsyXandeR=--
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Re: Collab Mapping #01 Phase 1/3
Won't it hurt the flow of the map though? In order to connect it to Dave's temple, you will have to make long hallway... unless you guys edit your parts and add some more REPLACEME cubes.Creavion wrote:My floating crates bug still needs to be fixed, I think
@Alex: Good, finally you also make a part^^. Maybe you can (try to) add a "replace me" brush in direction of editor dave temple part?
- Renegade
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Re: Collab Mapping #01 Phase 1/3
Were you Vertex Editing? That's usually when that happens to me. If two vertices are on the same point on the grid, bad things happen.papercoffee wrote:GAAAAAAAAHHHH DAMN YOU "Protection fault" ...ok my part is not totally gone but ...you know what I feel right now, do you guys?
- Creavion
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Re: Collab Mapping #01 Phase 1/3
If Renegade should be right, I would like to kick your butt paper, use the well known rpg rule: "Save early, saven often"Renegade wrote:Were you Vertex Editing? That's usually when that happens to me. If two vertices are on the same point on the grid, bad things happen.papercoffee wrote:GAAAAAAAAHHHH DAMN YOU "Protection fault" ...ok my part is not totally gone but ...you know what I feel right now, do you guys?
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My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
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Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
Re: Collab Mapping #01 Phase 1/3
You should bind mouseleft to quicksave and mouseright to quickload, just in case.
- Filipe
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Re: Collab Mapping #01 Phase 1/3
And what does that means, are you going to do one again?
Last edited by Filipe on Thu Jun 03, 2010 5:55 pm, edited 1 time in total.
- [did]Madis
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Re: Collab Mapping #01 Phase 1/3
I recently discovered UnrealED also has an autosave feature but that tends to corrupt my groups :OCreavion wrote:If Renegade should be right, I would like to kick your butt paper, use the well known rpg rule: "Save early, saven often"Renegade wrote:Were you Vertex Editing? That's usually when that happens to me. If two vertices are on the same point on the grid, bad things happen.papercoffee wrote:GAAAAAAAAHHHH DAMN YOU "Protection fault" ...ok my part is not totally gone but ...you know what I feel right now, do you guys?
- Renegade
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Re: Collab Mapping #01 Phase 1/3
Progress anyone? I've got a week off classes so I have time to build a couple connector sections if needed. I just don't know who has what. I think at this point we should focus on "closing up" the map. That is, unless most of you want it bigger.
- --=PsyXandeR=--
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Re: Collab Mapping #01 Phase 1/3
Have to work on lighting yet but thats pretty final. It is rather low poly as well, never goes above 190...
- Renegade
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Re: Collab Mapping #01 Phase 1/3
Looks good. Everythings nice and trimmed I'm guessing glowing water/lava/slime is going under the ramp.--=Aalexanderrr=-- wrote:Have to work on lighting yet but thats pretty final. It is rather low poly as well, never goes above 190...
- Creavion
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Re: Collab Mapping #01 Phase 1/3
Good start Alex, but I am just glad you also contribute something.
BTW: Could my floating crate bug plz be fixed?
BTW: Could my floating crate bug plz be fixed?
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.
- papercoffee
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Re: Collab Mapping #01 Phase 1/3
Almost finished ....
Only need to put some pipes in the lava ...so my next part will be the Generator of the facility but first I finish this room.
Only need to put some pipes in the lava ...so my next part will be the Generator of the facility but first I finish this room.
- Renegade
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Re: Collab Mapping #01 Phase 1/3
Agreed. The floor looks grate. (haha?)Filipe wrote:good! but, those stairs are strange
However, I would've made those "stairs" ramps or metal slats.