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nay0r

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About nay0r

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    NMRiH Level Designer / Modeller
  • Birthday 08/01/1985

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    nayisdeath@hotmail.com
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    124951066

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    Liverpool

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  1. looking pretty nice mate, just keep working on that lighting more
  2. it looks like your focal could be slightly out ( making it not seamless near the edges ) as for the top view well that could just need rotating 90degrees to fit
  3. which program did you use to render the sky?
  4. Possibly
  5. yeah i would fix the compile issues ( even if they appear to not cause any errors ) as for the compile error " make_triangles:calc_triangle_representation: Cannot convert " this is caused by a model with a problem on it, 2 or 3 of our models ( not sure which ones ) cause this compile error but this error does not cause any issues, the lights bug is the one that should be looked at along with the props outside of the map and the nodraw on terrain, all easy fixes what i meant about the csgo hammer is it crashs more often and the game can crash more often aswell after doing small things , thats what i meant about being buggy not the acutal quality of the maps because being honest csgo source engine is the best and latest source 1 engine ( i think ) im interested in seeing a top view from hammer of your map in the top grid viewport, i dont know how youve hit over 200% ent data without somehow putting a shit ton of props and entities in general around the map ( unless its a pretty large complex map ) on some of my maps the official ones like, i dont tend to hit over 130% and they are pretty damn complex, and its not until i start putting in the objectives which causes it to go over 100%
  6. porky is correct, you can just get to a certain point where adding the sligthest thing can cause problems even when the compiler isnt reporting anything wrong, i find CSGO hammer is the worse that is so buggy
  7. which hammer are you using mate? being honest your best just running the hammer ( that is standalone ) which is preconfigured for nmrih, all hammers now just run directly from the games/mod folder like cs etc and dod have there own hammers since the 2013 steam branching, it can be found under your steam folder @ steamapps/common/nmrih/sdk/bin > hammer.exe
  8. you might be using a physics or dynamic prop under static, which prop is disappearing, like atheist said there is no obvious compile error relating to this ( which there normally is when the compiler decides to remove a prop ) if i were you id be more worried about sorting out the leak and the bad displacements
  9. its happening we are working on it
  10. is it actually crashing or just freezing? if you upload your vmf ill take a look for you
  11. i didnt spot that radius culling was on, the troubles with viewing images on my phone haha least your sorted now
  12. hi there, ideally need the full log, can you paste into pastebin.com
  13. upload the leaked verison and ill take a look edit : just applied the textures like you did and its not leaked over here
  14. hi nidone, i cant see any problems with your map, the brush work is clean ( to grid ) and no, texturing stuff from nodraw to normal textures will not cause a leak, any props or entities have to be within the void ( map space ) to avoid leaking and if you func_detail or func_ any wall or brush you need to make sure there is solid brushs around it ( like nodraw or sky ), assuming your putting props within the map ( origin of the model ) then it will not leak For example if you func_detailed your stairs to optimize the map, it would leak as there is nothing behind it, normally a slope would be made then the steps would be func_detail ontop of the slope
  15. on a source prop they shouldnt go over 1024, 2048 would actually be complete overkill, if anything most props of medium size like the cabinet we would aim for 512