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Re: 1024 Polys and map corruption | ||
Posted By: C Lund | Date: 8/7/04 12:22 p.m. | |
In Response To: 1024 Polys and map corruption (Blayne) : To return to the actual question I asked above, does this map corruption
Maps go corrupt for several reasons. (sometimes it just happens) In your case, the problem is probably that you hit the limit of the number of vertices or sides or some such thing. I don't know what that limit is and Forge won't tell you when you've hit it. But when you do, 1st person view of the map in Forge will give you textures that wig out, walls that are invisible or pop up from nowhere, and various other issues, and if you try to merge the thing, you'll bomb (or nuke classic). The only solution for you is to see if there are no pairs of polys that can be replaced by one poly, or rooms you don't need, or stuff like that. I had this problem on "Blasted Vent Cores". I ended up ripping out several sewage tunnels. Good luck. : Thanks,
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Replies: |
1024 Polys and map corruption | Blayne | 8/7/04 4:53 a.m. | |
Re: 1024 Polys and map corruption | Adam Ashwell | 8/7/04 5:12 a.m. | |
Re: 1024 Polys and map corruption | blake37 | 8/7/04 5:59 a.m. | |
Re: 1024 Polys and map corruption | deathmonger | 8/7/04 8:17 a.m. | |
Re: 1024 Polys and map corruption | blake37 | 8/7/04 8:36 a.m. | |
Re: 1024 Polys and map corruption | blake37 | 8/7/04 10:59 a.m. | |
Re: 1024 Polys and map corruption | C Lund | 8/7/04 12:22 p.m. | |
Re: 1024 Polys and map corruption | goran | 8/7/04 2:45 p.m. | |
Re: 1024 Polys and map corruption | Ori | 8/7/04 7:16 p.m. | |
Re: 1024 Polys and map corruption | C Lund | 8/7/04 11:46 p.m. | |
Re: 1024 Polys and map corruption | Simon of team Sigma | 8/8/04 5:29 a.m. |
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