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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: my compile time.
MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: HL2 Mapping
Posted: Tuesday, Jul. 19, 2005 02:31 am
GAH! now i am more confused then ever. y the heck does he throw a nodraw texture on the outside of a building? that seems stupid!!! its on the post about the house he made with the cellar. and the one with the tunnel .if the nodraw texture is on then wouldnt ya see right thru it in the game? i mean, thats y its called the "nodraw texture".
and with the overhangs, he made them nodraw so wouldnt that just b a waist to even think of putting them in the map to begin with?

and im also wondering, how does func_detail help at all? i dont see anything at all change in the editor.

and if its better, then should i make every brush a func_detail. that forum thing told me about func_detailing but it didnt tell me wut it was too much.

edited on Jul. 18, 2005 09:39 pm by MasterChief
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Eat_Lead
General Member
Since: Aug 24, 2004
Posts: 88
Last: Aug 31, 2005
[view latest posts]
Level 3
Category: HL2 Mapping
Posted: Wednesday, Jul. 20, 2005 01:24 am
haha well its really not stupid if you know why he did it. You need to go up in the top right corner and turn off all vis groups then start optimizing. When you turn visgroups off it hides all your entities, displacements, and all that so only world brushes are showing. Thats the only thing VIS is worried about when compiling. Func_detail is an entity so when he turned off vis groups it hid those func_details and you can see that he had nodraw behind it. Which is the right thing to do in that situation.

Look at these two screenshots and you can see what I mean by turning the visgroups off.

(all Vis groups on)
http://img276.imageshack.us/img276/979/untitled6te.jpg

(all vis groups off)
http://img276.imageshack.us/img276/6705/untitled27pe.jpg

Just uncheck the "auto" box in the visgroup menu and that will hide everything you need hidden.
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: HL2 Mapping
Posted: Wednesday, Jul. 20, 2005 07:47 am
so the things that are showing after i turn off vis groups should get turned into func_detail?
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HS-Gaming
General Member
Since: Jul 18, 2005
Posts: 8
Last: Aug 6, 2005
[view latest posts]
Level 0
Category: HL2 Mapping
Posted: Wednesday, Jul. 20, 2005 03:55 pm
Does Caulk Hulling apply for HL2 and it's mods?

Example of caulk hulling:

Basically what you do when you caulk hull is that you build the frame work for your map using brushes covered with caulk (nodraw) texture. Then you build over those caulk (nodraw)brushes with the brushes you want players to see. Those brushes would be detail brushes while the caulk brushes are structural.

Caulk hulling not only will shrink visdatasize to allow faster compiling, but if done right can make life a lot easier in terms of applying hint brushes.

im not mapping for HL2 and CSS so was just thinking it might help MasterChief's compile times.
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: HL2 Mapping
Posted: Wednesday, Jul. 20, 2005 05:45 pm
ok i think im just gonna try taking off that vis thing or wutever and making everything else a func_detail
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J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Wednesday, Jul. 20, 2005 08:13 pm
No you do not want to make everything detail just most of the brushes in side and some out side like the walk ways.
And you should cut down on your prop physic as I was getting 10 fps out side and 15 in side.
And the walls you used the carve tool on re do them by just making them out of brushes as the carve tool can stuff up your map and drop your fps like a stone not a good tool to use.
And some of your terrain did not fit if you made it with the same size brushes just select them and use the sew button to fit them.
If you want I can PM you my email and I will have a look at it for you to see if we can get your compile time down.

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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: HL2 Mapping
Posted: Thursday, Jul. 21, 2005 12:26 am
u talkin about bloody_factory? my friend got good fps and everything in there, he didnt lag or anything, i was there too and it seemed to b good. and i only used the carve tool for windows. not anything else. i saw no leaks, but if its that bad then take it off the site. lol. so y only have the walk ways and stuff a func_detail? y not walls and such. i really dont understand the stupid func_detail. but yea, pm me yer email or sumthin. i also have MSN/Yahoo.
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