I have a bsp conversion (done over colossus, probably my first mistake) In the map there is 30 hinge lights (the type found on Zanzibar) when hosting every light is in its place, when others host it I can only see 4 of them
Now it shouldn't be a SLC issue as I can see 4 of the lights (blocs) and I have pointed a unused scnr resource to the hinge lights,
Anybody any ideas whats wrong (why why why did I use colossus?)
as a work around I could spawn the missing ones thru itcm but they would have to be floating and immovable
I've notice there are very few mods that use colossus is it because its such a b'yach to work with?
some blocs not showing up
- bumlove
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some blocs not showing up
never underestimate the predictability of stupidity
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
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right nedos that kinda make sense as 4 of the chunks were on the map before modding, thanks for advice but if that is the case what about mach mods how are they done?
I struggle to believe that we can still only add SLC blocs thru itcm and no other way
do you think there could me a missing magical 28 bytes on these reflexives too
I struggle to believe that we can still only add SLC blocs thru itcm and no other way
do you think there could me a missing magical 28 bytes on these reflexives too
never underestimate the predictability of stupidity
Well i don't know, i just changed some values on the bloc ( or called "crate") placement reflexive.
Could you please test this plugin for me:
http://trashalo.hostgratos.net/scnr.ent
Try to clone some crate placement chunks on a clean map and test on syslink, with people that has the modded map too of crouse.
Thanks i hope it will work.
Could you please test this plugin for me:
http://trashalo.hostgratos.net/scnr.ent
Try to clone some crate placement chunks on a clean map and test on syslink, with people that has the modded map too of crouse.
Thanks i hope it will work.
- DemonicSandwich
- Posts: 1198
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I used a method of completely replacing the entire placement reflexive weather it be obstacle placement or scenery placement.
Say you want more spawns for obstacles, you open your map and a map with alot of obstacle placements like Waterworks or Headlong.
In Headlongs/Waterworks [scnr] chunk cloner, copy the entire placement reflexive to the clipboard.
Now in your map open the [scnr] tag and its clunk cloner, delete its placement reflexive then select the header and hit "paste chunk/meta" then "add meta".
The new reflexive on the clipboard will completely replace the old one and all chunks will sync.
Say you want more spawns for obstacles, you open your map and a map with alot of obstacle placements like Waterworks or Headlong.
In Headlongs/Waterworks [scnr] chunk cloner, copy the entire placement reflexive to the clipboard.
Now in your map open the [scnr] tag and its clunk cloner, delete its placement reflexive then select the header and hit "paste chunk/meta" then "add meta".
The new reflexive on the clipboard will completely replace the old one and all chunks will sync.
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
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Sorry Nedos theres a problem with the plugin "split ident in string" error when trying to clone chunks although it looks like you still finding stuff which is cool
Demonic thanks I've used similar methods for other things but didn't think of it this time, I wonder how accepting this bsp conversion will be,
Although as a note to both each thing in any placement pallet has a "Origin BSP Index" now I have no Idea what it really means but every "thing" on a clean map has its own number each number is divisible by 256.... hang on skip that I just noticed that theres things I cloned in the scen placement they have the same number and they show up ok SLC
Demonic thanks I've used similar methods for other things but didn't think of it this time, I wonder how accepting this bsp conversion will be,
Although as a note to both each thing in any placement pallet has a "Origin BSP Index" now I have no Idea what it really means but every "thing" on a clean map has its own number each number is divisible by 256.... hang on skip that I just noticed that theres things I cloned in the scen placement they have the same number and they show up ok SLC
never underestimate the predictability of stupidity