Also helps to stay on the grid... HL tends to get confused when figuring playerclips off the grid.
Worst case scenerio, you can sometimes func_wall a complex brush to fix weird clip splits... and if that don't work... func_illusionary the thing and draw a simplified playerclip around it.
Really though, if you run into the problem to begin with, you've made something more complex than need be.
This is common knowledge (but still useful of course).
This is a small testmap I made a few months ago. Every vertex of the rock surface you see is alligned to the grid, and only the actual faces you can see have textures. If you would place your camera in the rock surface, or behind it, you wouldn't see any textured faces.
that is also how I map complex brushes. i start the brush at 8 units tall and move the corners down/up 8 or 16 units depending on the size of the brush
Well, that wasn't what was happening in the source for ms_snow. Also a bigger grid is better, whenever possible. (below 16x you get the RMF<->MAP floater point inaccuracy.)
thothie how right you are. though my part was like that. avo's part sadly was not (the whole top part of the map) keep in mind that i am the one who did the caves
That one is in the mapping tutorial's links section.
...and if I had a nickel for every time I've seen hint brushes used wrong... (Sadly, I'd have to add Daragoth's source to the nickel donators.) I've even seen other tutorials demonstrating, in great detail, how to use them - completely wrong - suspect tis the source of much of the confusion. They certainly don't work in the most intuitive way, and you'll actually raise your FPS quite a bit if you employ them incorrectly (not to mention your compile time.) They tend to harm more than help except in the most basic tunnel/hallway situations, as demonstrated there.
In anycase, if you ever use a hintbrush, try the map with and without, just to make sure it's actually doing more help than harm. Sometimes, even in these basic hallway situations, they screw things up dramatically.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.