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[WIP] Glass Prison

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what sort of things should I make func_illusionary?

my glass is func_brush, is that what it should be?

If I add water, do I have to do a full compile? (vis and rad) or can I turn them off, or just do fast... because it seems to be freezing on the 10 of portalflow

im trying the glview thing now

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Mapster wrote:
4 minutes is NOT a good compile rate.

What are you talking about?

4 minutes is good especially for a great looking map like what Art has here. You might notice a difference if you make a box and a player start and its a bit quicker. Some maps take hours to compile.

Life is like a pipe, it's hard to get through and you're not always guaranteed a happy ending.

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Artesia wrote:
what sort of things should I make func_illusionary?

my glass is func_brush, is that what it should be?

If I add water, do I have to do a full compile? (vis and rad) or can I turn them off, or just do fast... because it seems to be freezing on the 10 of portalflow

im trying the glview thing now

Make this illusionary that you can not get to, such as small details on walls or on floors.

Grudge wrote:
What are you talking about?

4 minutes is good especially for a great looking map like what Art has here. You might notice a difference if you make a box and a player start and its a bit quicker. Some maps take hours to compile.

At the moment my map is 3.4mb which has a load of detail, and it compiles at 50seconds if i am correct.

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Artesia wrote:
what sort of things should I make func_illusionary?

my glass is func_brush, is that what it should be?

If I add water, do I have to do a full compile? (vis and rad) or can I turn them off, or just do fast... because it seems to be freezing on the 10 of portalflow

im trying the glview thing now

func_illusionary has become obsolete, use func_brush in place of it.

Do you want your glass to be breakable? If so, use a func_breakable (or a func_breakable_surf, depending on what you want). If not, a func_detail would work fine.

No you do not need to do a full compile if you add in water. Doing a full compile is not necessary at all unless you are doing the final build, or want to test what the lighting or something else looks like.

Grudge is right, as long as VVIS is taking less than a minute (and even then, 1 minute is a very long time), you should be fine. VRAD normally does take a very long time to run when you have a large, complex map.

I would suggest using a batch compiler such as Nemesis: http://nemesis.thewavelength.net/index.php?c=32

Compiling your maps with Hammer open is a bad, bad idea since it gobbles up resources the compiling tools need.

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lol, post at the same time.

I only use BatchCompiler for half life 1 games.
^But yeah what he said

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Mapster wrote:
lol, post at the same time.

I only use BatchCompiler for half life 1 games.
^But yeah what he said

A CHALLENGER APPEARS ;)

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I remember zoners tools when I messed around with hl1 mapping, I never finished any maps for that tho.

would you recommend using zoner's or steam's?

it is vvis that is taking forever now, ive tried hiding all my props but no change, im not sure what could be causing this.

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Zoner's tools are for HL1, they will not work with Source maps. The standard Valve tools should be sufficient.

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Good news...

After changing all my glass windows to Func_detail (rather than func_brush), changing other things like the blocks the cube is sitting on to func_detail, the compile time is back down to where it was, maybe a little less. file size is now sitting at 3.97 mb down maybe 30k from where it was. so I am free to continue yay!

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just uploaded a video demo

http://youtube.com/watch?v=SFIZbU76P-g

and 2 new pics

[img]http://i33.photobucket.com/albums/d93/Velocameter/glassprison_stp0003.jpg[/img]
[img]http://i33.photobucket.com/albums/d93/Velocameter/glassprison_stp0004.jpg[/img]

a new problem, when I walk past the button, the model of the top part of the button, and the exit doors, disappear... incredibly odd... maybe I'll have to make them again... anyone have any clue?

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