map compile problems with qoole

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Twz
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Post by Twz »

use another prog, try QERadiant :)
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n99
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Post by n99 »

Flunx wrote:Listen to NRGizeR! He's a smart man :-)
quoted for truth.
Gore Vidal: "To succeed is not enough. Others must fail."
NRGizeR
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Post by NRGizeR »

sic wrote:thnx for your help NRGizeR!
maybe there will be a map of me soon;)
noooooo problem :)
sic wrote:but the count of numportal do not show up when qvis starts....
Don't know if Qoole has any kind of compile tool logging system, but the binary DOES output the numportal value.

Code: Select all

----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading Z:\usr\local\games\quake2\baseq2\maps\beach_region.bsp
reading Z:\usr\local\games\quake2\baseq2\maps\beach_region.prt
 168 portalclusters
 519 numportals
0...1...2...3...4...5...6...7...8...9... (0)
This numer is often good too keep under 2000 to prevent the map from taking ages to compile. But it's also good to keep high enough for the compilers to be able to "split" the map enough that you don't have too high r_speeds. It's like everything else, it's all about balance. (and in case you're wondering, that's a region from beach, so the actual map has a much higher numportal value, I think it was something along the lines of 1700 if I remember correctly)

-NRG
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