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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.

ut4_ruins

Ideas and concepts for maps, discuss here.
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Rayne
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Re: ut4_ruins

Postby Rayne » Mon Feb 24, 2014 2:16 am

Like i sad, open it in radiant 1.5, resave it, and then send me the newly saved .map file.

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banksy
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Location: Australia

Re: ut4_ruins

Postby banksy » Mon Feb 24, 2014 5:47 am

With or without the patch mesh?
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Rayne
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Re: ut4_ruins

Postby Rayne » Mon Feb 24, 2014 1:59 pm

leave it in for the time being

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banksy
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Re: ut4_ruins

Postby banksy » Wed Feb 26, 2014 5:50 am

so for some reason, all of my maps except ut4_ruins open in gtkradiant. So i can only open in it in netradiant. Only solution i can think of, is if you use netradiant?
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Rayne
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Re: ut4_ruins

Postby Rayne » Wed Feb 26, 2014 1:09 pm

Must be a patch thing then, I'll see what i can do on my side.

RedSnappa
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Re: ut4_ruins

Postby RedSnappa » Wed Feb 26, 2014 6:09 pm

GTKRadiant can only handle patches up to 15x15. NetRadiant can handle patches up to 31x31. This may be your problem.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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banksy
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Re: ut4_ruins

Postby banksy » Thu Feb 27, 2014 12:05 am

Alright, let me know how you go Rayne.
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Bin
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Re: ut4_ruins

Postby Bin » Mon Mar 03, 2014 3:40 pm

Is the skybox settled? If not, what did you have in mind? I might be able to knock out something nice pretty quickly.

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banksy
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Location: Australia

Re: ut4_ruins

Postby banksy » Mon Mar 03, 2014 8:16 pm

Ah thanks heaps! :)) Pretty much want just massive sand dunes!
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Rayne
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Re: ut4_ruins

Postby Rayne » Mon Mar 03, 2014 10:04 pm

Ok i took out all the massive patches and the map loads, now i can work with this.


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