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you could have just made a rar.

BTW i said RMF and BSP nor MAP >.<

/downloads the RMF
 
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water on the sky? :|
You chose walls when you create that buildings?
 
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Works just fine for me.

You have it set to 10k view distance and thats about when it starts to clip in the BSP.

The thing that bothers me though is the skybox.ingame you can go into the skybox. And fall next to the grass. And thats preety weird.

It allso looks like you can view into the void when you are next to the skybox.
 
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i have no idea what half of that means ....>_<

so i set max view distance to 10000 it should work? i dont get it... then why can i not see the other side of my map?

how did you get it to work without having to fix stuff and recompile?

also yeah, i can see over the damn edge of the map. i don't know how to fix that either...
and what is clip?
 
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Clip as in hide stuff.

It happens normally acording to the 10k limit you set. Atleast in the BSP i got from you.

BTW what compile tools are yu using?
 
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No i ment the actuall compile tools. Not the compiler itself.
 
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water on the sky? :|
You chose walls when you create that buildings?
?? i have no idea why things became water, i didnt change them to be... and i didnt change them to function wall either...
 
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Weird indeed.

I can find nothing wrong with the map itself. Other than you liking hollowed out boxes it would seem. And the BSP allso worked preety much like the settings say it should. So im out of ideas.
 
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I FIXED IT ^_^ thanks for your help. it was my damn map size i found out exctly how big i can make it before it wont let me.. or at least i think, for some reason now it wont even let me compile maps that big anymore. like max_leaf faces error... but it doest matter cause if i could i would not be able to see to the end of the map anyway. back to work!
 
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first working map!!


thanks damn you kick ass, now i have a template i can attempt to work with. gotta learn to texture now... ;p
 
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That looks interesting.

It allso looks like a r_speed deathtrap ^^

You can try replacing some detailed areas with models. That way you get better details and save on r_speeds.
 
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0_o again you speak and i have no idea wtf it means, im sorry for being dumb...

replace detaild areas with models?

models arent just the char that can be in maps?

like pre made stuff??? and wouldent i just build that kind of stuff myself the same way?
so i dont get it...

and i still dont knwo much about r_speeds i have to re read the tutorials over again. all i do so far is just clip the stuf that isnt visible from the floor.
 
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http://twhl.co.za/tutorial.php?id=38

And with models i mean using the env_model entity to place .mdl files within the map. Basically what ready did with most of the open betas Budokai map.

BTW whie that tutorial says to keep the numbers below 600 for multiplayer maps. In reality thats an outdated thing. ESF maps in general have a rule of keeping the number below 2000 and they should run just fine.
 
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