Compile error and other questions
Quote from Eternalz on July 17, 2012, 1:39 pmUhh do you need to add something behind or on the displacement because i keep getting leaked map by that texture
Uhh do you need to add something behind or on the displacement because i keep getting leaked map by that texture

Quote from ChickenMobile on July 17, 2012, 1:44 pmDisplacements are not world brushes! (I would hate to see the visleaf nightmare if they were). You will need to put world brushes behind the displacements to seal the map.
Displacements are not world brushes! (I would hate to see the visleaf nightmare if they were). You will need to put world brushes behind the displacements to seal the map.
Quote from FelixGriffin on July 17, 2012, 2:06 pmPreferably using the NODRAW texture, it'll make for a faster compile.
Preferably using the NODRAW texture, it'll make for a faster compile.
Quote from Eternalz on July 17, 2012, 4:49 pmUhh are you suppose to use a nodraw texture all around your map?
Edit: another question. How can i use env_sprite they seem to give me a black box around the lightglow?
Perhaps a link would help?
Uhh are you suppose to use a nodraw texture all around your map?
Edit: another question. How can i use env_sprite they seem to give me a black box around the lightglow?
Perhaps a link would help?
Quote from portal2tenacious on July 17, 2012, 5:03 pmEternalz wrote:Uhh are you suppose to use a nodraw texture all around your map?Nodraw, as the name implies, is a brush that is not drawn in the engine. Texture any part of the map that the player cannot see wit this to help the compiling process and give an overall neater map.
Nodraw, as the name implies, is a brush that is not drawn in the engine. Texture any part of the map that the player cannot see wit this to help the compiling process and give an overall neater map.
Quote from Skotty on July 17, 2012, 5:28 pmEternalz wrote:Edit: another question. How can i use env_sprite they seem to give me a black box around the lightglow?Change it's RenderMode, WorldSpaceGlow or just Glow.
Change it's RenderMode, WorldSpaceGlow or just Glow.
Quote from FelixGriffin on July 17, 2012, 5:30 pmWorldSpaceGlow is probably what you want. Glow means that it's always the same size on the screen, no matter how far away the player is.
WorldSpaceGlow is probably what you want. Glow means that it's always the same size on the screen, no matter how far away the player is.
Quote from Eternalz on July 17, 2012, 6:00 pmportal2tenacious wrote:Eternalz wrote:Uhh are you suppose to use a nodraw texture all around your map?Nodraw, as the name implies, is a brush that is not drawn in the engine. Texture any part of the map that the player cannot see wit this to help the compiling process and give an overall neater map.
So...is that a yes or a no?
Nodraw, as the name implies, is a brush that is not drawn in the engine. Texture any part of the map that the player cannot see wit this to help the compiling process and give an overall neater map.
So...is that a yes or a no?
Quote from Skotty on July 17, 2012, 6:02 pmApply Nodraw to every surface the player can never see. You don't need it on surfaces touching other brushes or being "outside" of the map.
Apply Nodraw to every surface the player can never see. You don't need it on surfaces touching other brushes or being "outside" of the map.
Quote from Eternalz on July 17, 2012, 6:13 pmWhat do you mean "every surface the player can never see? I want them to be able to see all around them. I dont understand how to put nodraw around only the displacement areas, it will still give leaks if i dont connect them all around the map.
What do you mean "every surface the player can never see? I want them to be able to see all around them. I dont understand how to put nodraw around only the displacement areas, it will still give leaks if i dont connect them all around the map.