Martin Karne on 28/8/2008 at 00:44
Yeah I have about 125 maps for level one, and 70 maps for level two just in case of color coordination disaster, OMG please no.
;)
ShadowSneaker on 28/8/2008 at 01:05
:wot: ok I only have like 14 or 15 versions of the mission I'm doing.
How did doing a 'build all' lose your .unr file, Judith?
SS
Beleg Cúthalion on 28/8/2008 at 06:36
I'm at number 72 at the moment. Every five different saves I zip them up (or rar them up) and copy them elsewhere.
Quote Posted by ShadowSneaker
Beleg, what were Krypt's suggestions about the navmesh?
De-select everything related to the navmesh in the static mesh browser and use generously spaced navmesh subtraction volumes instead (or addition (?) volumes for bridges etc.). Since the property change works for every static mesh (at least every static mesh placed after that...?!), you only have to do this once.
At one point (i.e. after reading this part in the wiki) I started a big campaign of taking out all the static meshes from the navmesh and placing these volumes instead and since then the navmesh calculation has increased significantly in speed. Plus, it looks simpler and is probably better to handle for the game.
Judith on 28/8/2008 at 09:14
Quote Posted by ShadowSneaker
:wot: ok I only have like 14 or 15 versions of the mission I'm doing.
How did doing a 'build all' lose your .unr file, Judith?
SS
Probably because I used Build All - all the time. Now I use these options separately. And keeping such a number of files might sound ridiculous but it's just safer. Remember that autosave feature will save your map even if you screw something up. What if you realize that after an hour or even later? This just makes your life easier and facilitates the bug-tracking process, in particular when you have no idea what went wrong.
Beleg Cúthalion on 28/8/2008 at 11:05
I always wondered why the autosave unr files were smaller than my own mission. Are there things left out during the saving process?
Judith on 28/8/2008 at 12:19
Yes, in a way. It's mostly the information about the map for the editor. Try to load such autosave, then rebuild bsp/lightning/navmesh, save it as another file and check the size again - quite a difference, isn't it? ;)
massimilianogoi on 30/8/2008 at 01:06
woman, this is really confusing :wot:
I think that I could never work in this way...
ShadowSneaker on 1/9/2008 at 02:17
With some help from CrackedGear, I have solved the problem.
I'm going to have to make those pillars in 3DS Max as static meshes since they were the main thing causing the crash.
Should be fun since I've never done any 3D drawing before:erg:
p.s massimilianogoi, Judith = dude :laff: :p
Martin Karne on 1/9/2008 at 06:06
Using BSP cylinders is not good, not even if they were semi solids, this is not the olde Unreal engine, this engine hates cylinders, or at least cylinders with 32 faces that is.