Render hidden VisGroups?
tehsleeper wrote:
ust make sure all of them that you want enabled are enabled when you go to compile.
But, what about build automation? Oh the humanity.
My first thought is to write a makefile.
And this, ladies and gentlemen, is why I'm not a mapper.
If you are doing a "final build" of your map then you can go to "show all groups" in the Edit or View menu (I think, been a while since I fired Hammer) or just checkmark all of your custom visgroups.
Mevious wrote:
I could have sworn there was a vbsp argument to compile hidden groups, but when I searched for it just now I couldn't find anything. I have a little program that I wrote to enable/disable certain groups before compiling. You can place it at the beginning of your compile process, and I can send it to you if you'd like.
I searched for an argument too, but couldn't find anything. I'd very appreciate it, if you could send me the script, thanks!
It's not around the map. Only around the puzzle. The player is outside of it and can control things inside it using buttons and put portals into it. He can't walk up to the invisible walls.
The actual part of the article is under "Notices", but I strongly recommend reading the entire document in it's entirety. Great read and very informative.
EDIT
I will say that some of it is a little irrelevant or outdated, specifically stuff about dynamic lighting. The document was writen for the original Source 1.0, pre-Episode 1 and the engine has made some advancements since then.