shoopfox BRB, Posting Posts: 725 Joined: Sep 2008 |
05-25-2009, 08:35 PM
I'm dicking around with Hammer and making ghetto practice maps. Are there any tips/useful stuff I should know in general?
Also what's up with the purple checkerboard shit on reflective surfaces? I know it's something to do with cubemaps but I read that tf2 is weird about those. |
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-25-2009, 08:47 PM
Heres a helpful wiki
http://developer.valvesoftware.com/wiki/...l_Creation Cube maps are entities that take a 360 picture, applies it t o reflective surfaces, the purple is a filler if none is found  Sig by Joel |
||
|
shoopfox BRB, Posting Posts: 725 Joined: Sep 2008 |
05-26-2009, 12:42 AM
(05-25-2009, 08:47 PM)Caffeine link Wrote: Heres a helpful wiki Yeah, I've been reading through the wiki and it's pretty helpful. If I have brushes inside of other brushes does it make my map buggier/harder to load? Or do they just not get rendered? |
||
|
Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
05-26-2009, 12:49 AM
(05-26-2009, 12:42 AM)Señor Pinchy link Wrote: [quote author=Caffeine link=topic=2960.msg85918#msg85918 date=1243302463] Yeah, I've been reading through the wiki and it's pretty helpful. If I have brushes inside of other brushes does it make my map buggier/harder to load? Or do they just not get rendered? [/quote] Brushes inside of brushes get rendered and impact map performance. Do your best to change brushes that won't be seen to No Draw. |
||
|
Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
05-26-2009, 02:35 PM
Why would you have brushes inside of other brushes?
(10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
||
|
Honest Ignoooore Meee, kupo Posts: 2,334 Joined: Sep 2008 |
05-26-2009, 02:39 PM
(05-26-2009, 02:35 PM)Geoff link Wrote: Why would you have brushes inside of other brushes? To make brush babies of course. (05-10-2009, 07:39 PM)Radio Raheem link Wrote:in the straightest way possible i have to say honest is by far the best looking person here |
||
|
Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
05-26-2009, 02:55 PM
(05-26-2009, 02:39 PM)Honest link Wrote: [quote author=Geoff link=topic=2960.msg86073#msg86073 date=1243366520] To make brush babies of course. [/quote] (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
||
|
Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
05-26-2009, 02:59 PM
(05-26-2009, 02:35 PM)Geoff link Wrote: Why would you have brushes inside of other brushes?Perhaps where two pieces of geometry intersect? |
||
|
Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
05-26-2009, 03:02 PM
(05-26-2009, 02:59 PM)Mission Difficult link Wrote: [quote author=Geoff link=topic=2960.msg86073#msg86073 date=1243366520]Perhaps where two pieces of geometry intersect? [/quote] You aren't supposed to make brushes inside of each other regardless. Just have the brushes touch each other, never inside of each other. (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-26-2009, 03:07 PM
(05-26-2009, 03:02 PM)Geoff link Wrote: [quote author=Mission Difficult link=topic=2960.msg86082#msg86082 date=1243367983]Perhaps where two pieces of geometry intersect? [/quote] You aren't supposed to make brushes inside of each other regardless. Just have the brushes touch each other, never inside of each other. [/quote] People starting out tend to not know that The thing is that you might build something complex as a substitute for a model using brushes. If you set the whole thing to func_detail its not expensive at all, but yea, what I do is, I always make the whole brush have the nodraw texture by default, then start by texturing the sides that you would be able to 'see' inside the map, that way if a side gets "lost" butting up against another side in say, a building....then I dont have to do extra work finding the side and make it nodraw.  Sig by Joel |
||
|
shoopfox BRB, Posting Posts: 725 Joined: Sep 2008 |
05-26-2009, 03:54 PM
(05-26-2009, 03:07 PM)Caffeine link Wrote: [quote author=Geoff link=topic=2960.msg86083#msg86083 date=1243368178]Perhaps where two pieces of geometry intersect? [/quote] You aren't supposed to make brushes inside of each other regardless. Just have the brushes touch each other, never inside of each other. [/quote] People starting out tend to not know that The thing is that you might build something complex as a substitute for a model using brushes. If you set the whole thing to func_detail its not expensive at all, but yea, what I do is, I always make the whole brush have the nodraw texture by default, then start by texturing the sides that you would be able to 'see' inside the map, that way if a side gets "lost" butting up against another side in say, a building....then I dont have to do extra work finding the side and make it nodraw. [/quote] Good to know. |
||
|
ZargonX Hit em with a Splersh Posts: 1,323 Joined: Mar 2008 |
05-26-2009, 04:54 PM
And when you have overlapping geometry, you tend to get texture errors anyway, so it's good to avoid from a visual standpoint as well.
|
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-26-2009, 06:19 PM
Oh also, Map -> Load Point File, if you get portal errors, its a fucking god send
 Sig by Joel |
||
|
venguard N00b Posts: 13 Joined: Mar 2009 |
05-26-2009, 07:57 PM
(05-26-2009, 06:19 PM)Caffeine link Wrote: Oh also, Map -> Load Point File, if you get portal errors, its a fucking god send best thing ever right here^^ |
||
|
|