spraduke said:It could be what the others have listed but i also found if you put in bot pathing and it gets edited and you playtest before rebuilding the paths it causes the spawns to bugger up. A complete rebuild tends to solve it.
Monk said:divine,
Try this. Make two spawns with the same name but place new player spawns one at a time, sticking one in the one location and the next in the other and so on. I'm not sure if that worked, but I remember dealing with a similar situation like you mention and finding a way to do it. Not sure what I did in the end. Some mind probing might restore the lost memory blocks.
Monk
hmm.. that's good to know.Is there a quick and easy way to copy a texture in use on a brush in a level and apply it to a new brush that I have created?
EDIT: Found it [ALT] + RMB on the texture you want to copy and then while still hoding ALT LMB on the new surface you want to apply copied texture to .
Everything outside of the fog gets culled so if your fog is at 12000 UUs you don't need to set your trees to 12000 UUs as well. I personally make sure that almost every single mesh in my map has a cull distance to help with performance but you can simplify this by only putting cull distances on the large/high detail meshes. Another technique you can use is select all the static meshes in a room/area and put a generic cull distance so they won't be rendered all the time. You always have to keep polygon counts in mind when making large open spaces. 1000 trees will slow your map down a lot more than 100 of the same trees because of collision calculations and polygon counts.
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Where do you set the amount of reinforcements for both sides?
hmm.. that's good to know.
QUick question: is this thread ever going to get stickied?