
Hm...
#367 posted by
necros on 2003/07/25 20:19:26
i don't know how to get the textures out of avp2, tbh...
and i do have the demo of elite force. heh, never occured to me. :P

Necros
#369 posted by
Kell on 2003/07/26 00:18:27

And...
#370 posted by
Kell on 2003/07/26 00:27:46
http://www.ravengames.com/jediknight2/screenshots3.php
The only color tends to be on the consoles and that's either red panels or blue text.

...
#371 posted by
necros on 2003/07/26 19:09:48
hm... well, i might grab a couple of the textures from your set speedy, but i don't think i'll use the whole thing... it's a little too bright without enough pipes and techy stuff.
i think i'll stay away from starwars textures... they look like they only really work in the sw universe, and i don't want my map to become a starwars map... :)
what's the texture set that Killazontherun used for this unfinished map?
http://pipeline.fov120.com/shots/85_l3.jpg

Erm...
#372 posted by dis_cantlogin on 2003/07/28 02:48:34

What About?
#373 posted by
cyBeAr on 2003/07/28 07:51:59
majestic:
http://shaderlab.com/slrl/?p=textures/sci-fi/majestic&o=1
some of evil lair's textures might match what you were looking for too, not that I really remember your description of what it was yuo wanted....

!
#374 posted by
necros on 2003/07/28 13:14:27
distrans: yep! i'm mapping a bit more dark then the guys who did the borg maps though...
cybear: thanks a lot! those textures look like they'll work well.

Necros...
#375 posted by distrans on 2003/07/29 02:55:50
...you might want to check out these as well
http://www.q-fraggel.de/textures/textures.html
Hopefully not too much colour or grime, cheers

Thanks, Distrans,
#376 posted by
necros on 2003/07/29 13:04:24
but those won't go with the ones i've already chosen.

Asdf
#377 posted by asdf on 2003/07/29 23:32:20
those are ewww distrans

Err
#378 posted by
R.P.G. on 2003/07/31 13:35:22
So why does a tyrlite -extra compile take twice as long after a -level 4 VIS than after a -fast VIS?

RPG
#380 posted by
aguirRe on 2003/07/31 17:01:13
The only reason I can think of is that you've exceeded TyrLite's vis capacity of 1.5 MB and therefore its behaviour becomes unpredictable.
This is most likely to happen after a fast vis since the vis data is less compressed then.
How big is the vis data after fast/full ? Is the behaviour repeatable ?
AFAIK vis and light are two completely separate things that can be done in any order without affecting each other.

AguiRe
#381 posted by
R.P.G. on 2003/07/31 18:28:12
I just recompiled it (in the name of SCIENCE!) and here are the results:
VIS -fast:
visdatasize: 182827 compressed from 258120
Elapsed time: 0:27
TyrLite -extra:
141.0 seconds elapsed
VIS -level 4:
visdatasize: 72078 compressed from 258120
Elapsed time : 22:41
TyrLite -extra:
244.0 seconds elapsed
At 1790 brushes, the map is not even all that large, so I wouldn't think that I'm exceeding TyrLite's VIS capacity.

RPG
#382 posted by
Tyrann on 2003/07/31 21:45:50
Mail me the (unvised) .bsp and .prt files and I'll find out.

*Shrug*
#383 posted by
distrans on 2003/08/01 01:11:54
One man's shit is another man's pate.

RPG
#384 posted by
aguirRe on 2003/08/01 05:01:22
Those vis sizes shouldn't be any problem at all. Just curious, did you rebuild from scratch (i.e. using qbsp) between those two tests ?
Otherwise the initial vis/light data lumps in the bsp are different in the two cases and may (although I can't see why) cause alternate behaviour.
Let's see what Tyrann finds out.

AguiRe, Tyrann
#385 posted by
R.P.G. on 2003/08/01 11:48:10
aguiRe: Yes, I did a complete recompile between the two tests.
Tyrann: It's on its way.

I Made A Brief Test
#386 posted by
aguirRe on 2003/08/01 12:50:10
of two maps, using both my Light and TyrLite and none of them exposed this behaviour. I got the same timing after fast/full vis.
I'm interested what could be causing this in your specific map (or even possibly in your computer environment).

RPG
#387 posted by
Tyrann on 2003/08/01 23:37:01
Ok, I've run the two compiles and there's no difference here. My first suspicion is that this is something simple like a screensaver that comes on during the longer compile and saps CPU cycles.
Otherwise, it's more complex and other factors are involved. What vis program are you using? What's your OS version?

VIS And OS Versions
#388 posted by
R.P.G. on 2003/08/02 10:34:50
Vis 2.15 by Bengt Jardrup
Win98 SE 4.10.2222 A
Note that I have screensavers disabled, and there were no programs open during one compile that were not open during the other (I believe it was just Windows Explorer, MS-DOS Prompt, AIM, mIRC and WinAmp, and WinAmp was not playing anything during either compile). Also note that I noticed this happening at least twice, so it's not just a specific incidence.
When I get a few minutes, I'll do a full and fast compile using the BSP and prt I sent you, since before I did a complete recompile.

Just A Farfetched Idea
#389 posted by
aguirRe on 2003/08/02 12:41:10
If you open the Properties for your MSDOS Prompt in Win98 (the shortcut you're actually using), go to the last tab and check the settings for Background and Idle Sensitivity, what's their status ?

Re: Just A Farfetched Idea
#390 posted by
R.P.G. on 2003/08/02 13:49:48
Always suspend is unchecked, and Idle sensitivity is set in the middle.