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View Full Version : Why is build always freakin out?


Guest
07-05-2000, 06:00 PM
Build keeps messsing up on some maps. Kinda like parts of it are paralaxed. this happens randomly when i make maps, and i have to start over. how do i fix this, it just screwed up on a map that was turning out pretty well.

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-Chris
-chrissite.cjb.net

cyborg
07-05-2000, 06:16 PM
Build is NOT random. You must have done SOMETHING.

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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)

-->People simply have no concept of their inate stupidity and are so delusional as to often justify it.<--

Usurper
07-05-2000, 06:47 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>like parts of it are paralaxed<HR></BLOCKQUOTE>

You probably mean the hall of mirrors effect. Perhaps you've overlapped two sectors and made it possible for them to see each other.

Guest
07-05-2000, 09:00 PM
here, check out my map. i've deleted alot of sectors though, hoping to solve the problem.
http://chrissite.cjb.net/multi.map

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-Chris
-chrissite.cjb.net

Guest
07-05-2000, 10:32 PM
I can see your problem...well problems...

I could fix it for you but guess what? It will be easier and quicker if you start again AND READ THE HELP FILE. Just a hint.

Until then, you are beyond help. Read the bits about adding sectors.

Ding Bat
07-06-2000, 02:47 AM
Veldrik is right. You have to many problems and need to start over from scratch.

First problem i see, is you are over lapping your child sectors (red sectors) on top of your main sector (white sector). Thats giving you the hall of mirrors.

The other problem with that map???? I can't figure out. When i move from the starting point, going straight ahead, my computer freezes??????????

As Veldrik hints, read the HELP FILES.

One hint when adding a child sector, if you are adding to a main sector wall, start the child sector at one of the main sectors vertices.

[This message has been edited by Ding Bat (edited 07-06-2000).]

Guest
07-06-2000, 04:23 AM
you can't put a red line over a white line? i always thought u could.

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-Chris
-chrissite.cjb.net

Ding Bat
07-07-2000, 01:32 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by username:
you can't put a red line over a white line? i always thought u could.

<HR></BLOCKQUOTE>

NO!!!!!!!!!!!!! http://www.3drealms.com/ubb/images/icons/smile.gif

Guest
07-09-2000, 11:09 PM
that has happened to me too. It screws the whole map.

Guest
08-11-2000, 08:32 PM
No lines can ever cross. No sectors can go over ech other and see ech other. No two merors can see echother. Theas are the basic thngs to help. ther are some grate build help web sites out ther. You just have to look.

Guest
08-12-2000, 04:03 AM
And never delete a red sector by joining all the vertices together. Instand map destruction. Better use the join function (j).

Super Fudd
08-13-2000, 12:01 AM
Never say never. I cross lines allot and no problem. See CVA.map for DN3d and CV63.map for SW.

BUILDon
Don

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Smarter than a speeding bullet, faster than a tall building...

NutWrench
08-13-2000, 12:30 AM
Hi username,

Building levels with Build is sort of like slicing into a loaf of bread. In the 2D mode, you're looking down from above and the lines (red and white) represent the "cuts" you've made in the bread. (The loaf is already cut in half, horizontally.) You create usable space inside by sliding the cut segments up and down. (With the PageUp and PageDown keys)

It's best to start by working from the outside-->in. Create your outer walls first (white lines), then add detail sectors (red lines) inside later. Don't allow white lines or red lines to cross over themselves. Each sector has to have a definite inside and outside. Don't twist the line segments or let them overlap with other sectors. As Egon Spengler from Ghostbusters would say, "Don't cross the streams. It would be bad." http://www.3drealms.com/ubb/images/icons/smile.gif
(The only exception to this is warped sectors, but don't worry about that for now.)

For example, if you want to add a bookcase along a wall inside a room, don't draw a rectangular sector and then move it against the wall. You can't have two walls sharing the same wall segment. Add two vertex points along the outer wall with the Insert key and then draw from the first point out into the room, use the spacebar to add the next two points, then draw back to the second wall point. Then, aim inside the sector in 3D mode and use PageUp to raise the new sector up out of the ground.

(If you're having trouble inserting points or moving points around, remember that the Grid overlay only lets you insert/move points where the grid lines intersect. If you need to work in more detail, hit the 'G' key to make the grid finer.)

So to re-cap: White lines always seperate the inside of your map from the outside. Red lines are always used split up sections inside your map or to add seperate sections inside the map. You should never see a red wall that leads outside of the map (unless the map is corrupted)

Save your map often (every 5-10 minutes) and give each major revision a different name (map01, map02, etc)

Avoid using the Copy function for now, until you've mastered moving, splitting and joining sectors. Double-stamping a sector with the copy command is one of the most common causes of map corruption. You can also use the Shift key and the mouse to select sectors and move them around.

--Nut

[This message has been edited by NutWrench (edited 08-12-2000).]