
MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 11, 2009 10:03 PM
Msg. 1 of 13
Okay, this is unusual. I've fixed every error I've run into. "Couldn't update edge", "open edge", "z buffered triangles", "coplanar edges", "degenerate triangles"... And yet, every time I try to compile, it gets through every part of building/reducing collision geometry/bsp, building portals, building render geometry, building subclusters... And then it says this: couldn't allocate final cluster mirror What in the hell does this mean? And how do I compile my map? D:
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 11, 2009 10:42 PM
Msg. 2 of 13
I am guessing that you have dynamic mirrors in the shaders. Remove them.
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MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 12, 2009 06:48 AM
Msg. 3 of 13
Quote: --- Original message by: Maniac1000 I am guessing that you have dynamic mirrors in the shaders. Remove them. ... Then how do I put the glass in my map? Every tutorial I read says that the glass needs to be a dynamic mirror.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 12, 2009 02:53 PM
Msg. 4 of 13
You can have glass, just not dynamic glass.
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MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 12, 2009 03:04 PM
Msg. 5 of 13
Quote: --- Original message by: chrisk123999 You can have glass, just not dynamic glass. Yeah. I had just figured that out not more than 5 minutes ago really... I don't know what the difference is exactly, but the tutorials for glass on here say to use Dynamic Mirror... I changed it back to bump cubemap or wtfever, and it worked just fine, and it looks good enough for what I wanted; I only need to fix the scaling on them though. I need to get the edges of the window opening as close to the edges of the glass as possible, without overlapping. I do wonder though why it worked for the people in the tutorials, but not for me. Oh well.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 12, 2009 06:13 PM
Msg. 6 of 13
The difference between dynamic glass and normal glass is that dynamic glass reflects what's actually in front of it.
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MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 12, 2009 08:17 PM
Msg. 7 of 13
Quote: --- Original message by: chrisk123999 The difference between dynamic glass and normal glass is that dynamic glass reflects what's actually in front of it. Well then, I may need that for a mirror, but not for glass. Eventually I do plan on making a mirror. :3
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 12, 2009 09:55 PM
Msg. 8 of 13
you can have dynamic mirrors, just not too many, and not facing each other and they must be on a flat surface too i think. Edited by Maniac1000 on Apr 12, 2009 at 09:56 PM
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 12, 2009 10:45 PM
Msg. 9 of 13
That error is when a dynamic reflection (not mirror, there's a difference) reflects another dynamic reflection.
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MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 13, 2009 10:08 AM
Msg. 10 of 13
Quote: --- Original message by: Maniac1000
you can have dynamic mirrors, just not too many, and not facing each other and they must be on a flat surface too i think. Edited by Maniac1000 on Apr 12, 2009 at 09:56 PM Quote: --- Original message by: chrisk123999 That error is when a dynamic reflection (not mirror, there's a difference) reflects another dynamic reflection. So, if I have an XY-Symmetrical map (meaning, a map perfect for Multi-Team; think "Wizard", or Derelict, etc.), and the bases have a glass window in the front of the building facing towards the middle of the level... That's what's causing the problem? Whereas, I can put a mirror inside each base, facing towards the inside, just to have a mirror, and it won't cause any problems? That actually makes sense then. Thanks for the tip~
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 13, 2009 01:42 PM
Msg. 11 of 13
If I can remember correctly, portaling will also stop it from reflecting.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 13, 2009 06:12 PM
Msg. 12 of 13
Yes i believe thats correct Boom. I asked this question before but never got an answer but i think its the infinite loop created by facing reflections.
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stennett
Joined: Dec 4, 2008
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Posted: Apr 14, 2009 09:20 AM
Msg. 13 of 13
yeah if you have an infinite loop of reflections, tool hates you.
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