need help ASAP
Quote from HMW on April 17, 2009, 3:59 pmkizzycocoa wrote:[...]I made a chair entity visible to show scale.Lol, by scale I meant "get a sense of how much number-crunching is going on", not scale as in how big the room is.
Setting the light-maps to 64 should help though. (If you get weird shadows in some places, you might want to turn the number back down again in those places.)
Good luck with your map pack. I'm looking forward to playing it.
Lol, by scale I meant "get a sense of how much number-crunching is going on", not scale as in how big the room is.
Setting the light-maps to 64 should help though. (If you get weird shadows in some places, you might want to turn the number back down again in those places.)
Good luck with your map pack. I'm looking forward to playing it.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from kizzycocoa on April 17, 2009, 4:10 pmHMW wrote:Lol, by scale I meant "get a sense of how much number-crunching is going on", not scale as in how big the room is.Setting the light-maps to 64 should help though. (If you get weird shadows in some places, you might want to turn the number back down again in those places.)
Good luck with your map pack. I'm looking forward to playing it.
so, that's ok? :3
and you look forward to playing my map? XD
coming from someone who made such an amazing map (manic mechanic), I'm amazed O.o
Setting the light-maps to 64 should help though. (If you get weird shadows in some places, you might want to turn the number back down again in those places.)
Good luck with your map pack. I'm looking forward to playing it.
so, that's ok? :3
and you look forward to playing my map? XD
coming from someone who made such an amazing map (manic mechanic), I'm amazed O.o
Quote from Mek on April 17, 2009, 4:31 pmMake every brush you don't neccessarily need to cast a shadow a func_detail. Reduces compilation time A LOT.
Make every brush you don't neccessarily need to cast a shadow a func_detail. Reduces compilation time A LOT.
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from kizzycocoa on April 17, 2009, 4:35 pmMek wrote:Make every brush you don't neccessarily need to cast a shadow a func_detail. Reduces compilation time A LOT.ok, I'm sort of new to technical terms. I've been using my own "dictionary" with source and don't quite know what everything is XD
a brush is a block, right? like the walls etc?.
I know, unproffessional to not know, but I will know what it is, only by a different name X3
ok, I'm sort of new to technical terms. I've been using my own "dictionary" with source and don't quite know what everything is XD
a brush is a block, right? like the walls etc?.
I know, unproffessional to not know, but I will know what it is, only by a different name X3
Quote from Remmiz on April 17, 2009, 4:36 pmDetail brushes create shadows. They don't block VIS, however and simplifing VIS can create less work for RAD.
Detail brushes create shadows. They don't block VIS, however and simplifing VIS can create less work for RAD.
Quote from kizzycocoa on April 17, 2009, 5:20 pmRemmiz wrote:Detail brushes create shadows. They don't block VIS, however and simplifing VIS can create less work for RAD......
now, I'm confused :/
.....
now, I'm confused :/
Quote from Remmiz on April 17, 2009, 5:51 pmkizzycocoa wrote:I have set them to 64is this ok?
I made a chair entity visible to show scale.CARVE USER, KILL IT WITH FIRE
is this ok?
I made a chair entity visible to show scale.
CARVE USER, KILL IT WITH FIRE
Quote from kizzycocoa on April 17, 2009, 6:20 pmRemmiz wrote:CARVE USER, KILL IT WITH FIREcarve?
I did hollow on the tube, and for the giant room, I used hollow........
carve?
I did hollow on the tube, and for the giant room, I used hollow........
Quote from kizzycocoa on April 17, 2009, 6:21 pmkizzycocoa wrote:carve?
I did hollow on the tube, and for the giant room, never carve...well, actually, I did once, but it was for my first map :3
I did hollow on the tube, and for the giant room, never carve...
well, actually, I did once, but it was for my first map :3
Quote from Remmiz on April 17, 2009, 6:29 pmkizzycocoa wrote:well, actually, I did once, but it was for my first map :3Look at those giant ugly-ass triangles forming around the large central cylinder. That means carve.
Look at those giant ugly-ass triangles forming around the large central cylinder. That means carve.