neux on 22/3/2015 at 18:45
The merging of objects. I asume thats done outside dromed?
Does it help if Object doesn't have Colision box? (Model type = none)
fibanocci on 22/3/2015 at 18:56
Looks like your air brushes don't match. Maybe it moved while snapping to the grid. Things like that happen, if you snap all terrain brushes to the grid at once.
You have to look at all the brushes now to fill the holes in your world.
LarryG on 22/3/2015 at 19:17
Quote Posted by neux
The merging of objects. I asume thats done outside dromed?
Yes. in a 3d modeler (such as Anim8or or Blender or AutoCAD or SketchUp or ...).
If you don't have a 3ds model for the object you can extract one using some generally available utilities (BintoE.exe and Eto3DS.exe). RSoul's DEOCI is a great front-end to simplify the process. You may have to fix the texture assignments as the BintoE and /or Eto3DS can sometimes assign them to the wrong faces. You can then take the resulting 3ds files into your modeler and merge them into a single model, export them as a new single 3ds model, and then use NV's 3ds to Bin front-end to BSP.exe to create a new bin.
You need to be aware that this works best with objects the player doesn't interact with, or even get close to, as in replacing, say, three objects with one, you are also replacing three physics boxes with one. You are just making eye candy that won't disappear.
Quote Posted by neux
Does it help if Object doesn't have Colision box? (Model type = none)
No.
neux on 22/3/2015 at 19:41
OPTIMIZED; no cell cycles!
F*** me, finnaly!
Only had to delete 1 filled room (was at 45° angle), 4 background towers (at 45° angle) and snap a lot of s*** especially any building rotated by an angle not dividable by 45.
I'll NEVER forget to optimize in time again!
Interesting tower formation issue
The 4 towers weren't that complex, they were towers made of 6 cubes one on top of another with 4 sided pyramid on top. The top block had two perpendicular cylinders to form circular windows which were again barred up by 2 perpendicular cylinders representing bars in an + shape on each circular window. The whole structure was rotated by 45° and placed in the mission.
The tower crashed the optimize and if it didn't it formed cell cycle. I haven't done everything i could to solve the issue, I'll do so soon.
Tower can be seen here:
(http://www.imageupload.co.uk/images/2015/03/09/dump019.png)Thanks everyone for your help regarding optimization!
Thanks for the Object disapearing problem, I'll try suggested but won't start untill i rebuild the deleted parts.
Thanks LarryG!
LarryG on 22/3/2015 at 19:45
Quote Posted by neux
I'll NEVER forget to optimize in time again!
Yeah, you will. We all do occasionally. I used to be really paranoid and optimized every 10-15 minutes. But as the levels grow in complexity it just takes too long to do that. So now I portalize every 10-15 and optimize every couple of hours.
neux on 22/3/2015 at 19:56
Quote Posted by LarryG
Yeah, you will. We all do occasionally. I used to be really paranoid and optimized every 10-15 minutes. But as the levels grow in complexity it just takes too long to do that. So now I portalize every 10-15 and optimize every couple of hours.
Guess your right, though the 8+ hours i had to spend destroying my finnished hush will leave a mark.
At least now I know to keep an eye on rotated brushes (snapping was something I'm used to) and to optimize any non-ordinary areas as soon as i build them.
neux on 22/3/2015 at 20:02
Just for information:
Optimizing part by part does not ensure total optimization even with high area overlap.
Optimizing reduces cell count a lot! (in my case 75%)
neux on 22/3/2015 at 20:07
Curiously enough, though a part had to be deleted the objects stopped dissapearing.
Hope it stays this way.
Lady Rowena on 22/3/2015 at 20:24
Maybe your sky is too high? You can also limit the long distance wiew by putting big solid brushes with the sky texture on them on top of some of your buildings. Of course where the player can't go. Doing this saved me several times.
Just out of curiosity....did you try to run the pathfind already? Not to discourage you, but the worst errors show up when you try to pathfind a messy mission. :erm: