high poly kungfu countered by sapien freeze attack
radiosity error: smooth triangle group too large for page....
so i took off all the smoothing groups and made a lightmap in tool but what i'd like to know is, besides optimizing (in the process of doing that), how do i avoid this error?
i've tried reorganizing SGs, tried one, tried several...i'm considering duplicating the texture...haven't done it yet.
Re: high poly kungfu countered by sapien freeze attack
Re: high poly kungfu countered by sapien freeze attack
I'm curious about why you're getting this problem and a map like hugeass didn't. I don't know tool's reasoning behind it so I can't say for sure, but it might have something to do with the number polys in the smoothing group and not necessary the size. Can we see a wireframe of this smoothing area?
Re: high poly kungfu countered by sapien freeze attack
shit...i just closed up everything, maybe i can get a wireframe tomorrow..
i do have an overhead though...no textures just diffuse as placeholders
http://img.photobucket.com/albums/v3..._floorplan.jpg
^100% msmooth, the actual is much less than that about 1/3 on the lowest portions and large rocks
it's kind of like a grandcanyon/desert thing...
right now the errors just on the middle texture of the cliff sides but i'm pretty sure it simply exceptioned on that one first with more to follow.
total size of the map 41,700 tris... and maybe BG size but wider, i timed it, takes 36 secs for MC to walk from one corner to the opposite so maybe just smaller than BG. i have two textures that probably account for 50% of the tris (due to smoothing) one of them listed by the error text.
Re: high poly kungfu countered by sapien freeze attack
sweet jesus......
You need to start over >_<
Re: high poly kungfu countered by sapien freeze attack
There is everything wrong with that map.
Start over. Think up a better layout. Don't mesh smooth.
Re: high poly kungfu countered by sapien freeze attack
Like Kalub and Inferno have said, start over. Applying a bunch of mesh smoothing is NOT the proper way to make a map. 41 000 tris is ridiculous. A map like that should be at most 5k, depending on the amount of detail you want. Judging from your skill level, you should keep it simple and try some modeling tutorials. I also recommend that you create a new layout. It doesn't look original, fun, balanced, or purposeful.
Sorry, but we can't let something like this go. Don't get into the bad modeling habits.
Re: high poly kungfu countered by sapien freeze attack
you're getting errors because you haven't got a damn clue of what you're doing.
if your mesh is all under a single smoothing group, it wont bake proper lightmaps,
hell, i once had a straight strip on one smoothing group in a lift shaft which prevented it from baking lightmaps.
learn to model, then learn to build a map, and your problem's fixed
Re: high poly kungfu countered by sapien freeze attack
You can probably find some terrain modeling video tuts over at Halomaps. Sitting through and watching the process helps alot.
Re: high poly kungfu countered by sapien freeze attack
if you think this is bad then you'll really love the very first run of this map: dessication
in that version i tried to get the affect of large volumes of sand piled up around the edges but it really didn't work at all and ended up looking retarded. i also didn't like the boxy layout. (ca 6000 tri)
that's when i remodeled the whole thing over again and used a copy to mess around with mesh smoothing, which looks ok ingame. just trying to see what i could do with it but it looks like consensus is I shouldn't use it at all.
good thing i saved the low poly versions...or maybe not if the layout gets so much hate. no one does desert maps really so i'd like to keep working on this..much crit needed though
Here is the first ingame test run i did of it in it's current state. (barely unwrapped, awful portal placement, yup, i know)
guess the first thing i need to address is the "[un]original, [un]fun, [un]balanced, and [un]purposeful" layout..so be specific if you can help