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The CMM forum software was recently upgraded, some things may have changed and some things may be broken or not working. Please let me know by PM or on IRC if you have any problems using this forum.

Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

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by Rylius
Tue Jul 10, 2012 1:02 pm
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 10844

Re: MAX_MAP_DRAW_INDEXES

I'd have to dig through the code to be sure, but I'll say yes.
Are you compiling with -patchmeta? If not, do so.

Also, if you're making terrain out of patch meshes, stop right now and use trisouping instead.
by Rylius
Mon Jun 18, 2012 8:25 pm
Forum: Competitions
Topic: Any interest?
Replies: 18
Views: 8220

Re: Any interest?

^ why not
by Rylius
Tue Jun 12, 2012 10:35 am
Forum: Competitions
Topic: Any interest?
Replies: 18
Views: 8220

Re: Any interest?

Making textures is a massive pain and only a few people here can actually do it properly.
Also, someone would have to take the pictures (unless you're allowing photographs by other people, in which case you could just allow textures in general)
by Rylius
Mon Jun 11, 2012 5:04 am
Forum: Competitions
Topic: Any interest?
Replies: 18
Views: 8220

Re: Any interest?

Might make a crappy quality livestream - will see about this
by Rylius
Sat Jun 09, 2012 10:45 am
Forum: Competitions
Topic: Any interest?
Replies: 18
Views: 8220

Re: Any interest?

I'd be in for an allnighter in a week or so - pulling off a shooter in a week right now :D
by Rylius
Thu May 31, 2012 5:59 pm
Forum: General chit chat
Topic: Happy B-day Xandaxs
Replies: 5
Views: 2676

Re: Happy B-day Xandaxs

happy happy!
by Rylius
Sun May 27, 2012 12:28 pm
Forum: Pre-alpha and concepts
Topic: Waterwheel
Replies: 6
Views: 2125

Re: Waterwheel

That's technically not a conversion.
by Rylius
Sun May 27, 2012 11:55 am
Forum: Pre-alpha and concepts
Topic: Waterwheel
Replies: 6
Views: 2125

Re: Waterwheel

Compile to BSP *without* vis and light. Use -meta and -patchmeta.
It will complain about leaking, but it doesn't matter since you won't be compiling vis anyway. Then just convert the BSP to ASE. You can't convert MAP to anything.
by Rylius
Fri May 25, 2012 9:24 am
Forum: Pre-alpha and concepts
Topic: Jumpmap starting area.map
Replies: 5
Views: 1784

Re: Jumpmap starting area.map

Like, post attachments
by Rylius
Thu May 10, 2012 6:52 am
Forum: Models / modelling tools
Topic: Bumpy brightness issue
Replies: 37
Views: 12289

Re: Bumpy brightness issue

Increase the transparency of your normal/bump maps. A lot.

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