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Compile error and other questions

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Uhh do you need to add something behind or on the displacement because i keep getting leaked map by that texture

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.

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Preferably using the NODRAW texture, it'll make for a faster compile.

Falsi sumus crusto!

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?

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.

Big Mood
Eternalz 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.

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.

Falsi sumus crusto!
portal2tenacious 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? :)

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.

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.

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