Added: 3 years ago
From: TySpoonz
Views: 5,464
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  • btw when several brush are assigned a group you can edit them but change selection mode to "solid" then it will let you select the in individual brushes

  • hi. in many zombie escape maps there are these walls that fade out when you get close to it. they are normally white or black. when i decompile to see how they work it is a func illusionary and a brush inside it with the texture /combineball_glow_red_1 plz help

  • Hey! I want that map~ I wanna use it! Give me! Nao!

  • so this fix the cclientrender able list 7/6?

  • 0:00 - 0:07 XDDDD "... yezz'

  • would you say if you have a set of stairs select all the stairs and make sure its all tied 2 a func detail? i also have a platform would that be tied 2 the stairs or seperatly

  • Also i tend to start everything off as nodrawed bits of geomatry then... i add textures with the toggle texture application tool because that way then u have less chance of missing something also if you cut a brush and it has a texture on top usally the place where you cut it will have the texture that was on top on it that may not of made sence 2 u should of done

  • TO MAKE MAPS YOU DON'T NEED SOURCE SDK

  • @Havk995 what are you talking about, source sdk is one of the best free map making kits ever.

  • You can't, once it is a brush, a.k.a tied to an entity, you can't separate it.

  • how would you separate objects/entities that have been tied by Func_detail WITHOUT taking away the function of each(or make each a Func_detail)

  • @soulicide2036 ctrl+shift+w undo the func_detai

  • lol just flying around showing off your map :P

  • Not much to show off, its a horrible map.

  • OMG can u send me this map?on e-mail (first tell me a yes or no)

  • Great video but about being unable to edit func_details there is an ignore grups button on the top of the users screen looks like a lowercase "g" i think will allow you to select shapes one by one. Great tutorial thanks.

  • isnt youre 2d skybox a litle to big mate?

  • Probably, this isn't a very good tutorial :P

  • Skip? Hint? Areaportal? etc? Maybe you should start to cover everything about optimization before making a tutorial on only 2 things...

  • basics

  • @UnScriptedFlix and also Lightmap Grid... also very important lol

  • hehe obviously tyspoonz does not rly understand the concept of what func_detail actually does :)

    vvis splits your whole map into sections. those are defined as follows: from section 1 you cant see objects in section 2, from 2 no objects in 3 or 1, from 3 no objects in 1,2 and 4, etc. this takes a LONG time. if you group objects close to each other, it tells the engine that these objects will be seen at the same time. thats basically what you do :)

  • yay..like 3kliksphilip's tuts.

    their all so easy too understand.

    good for those who just started mapping or those who needs a bit of help :P

    but this was nice too :)

  • Umm you when you do the func detail thing its better to just select your entier map when its does and gorup it togethear (except doors/elevators) works alot better

  • That will destroy your frame rate, effectively telling the engine to render everything in the map regardless of whether you can see it or not.

  • not if you use hint/skip brushes

  • hint/skip brushes are just for lighting... Also grouping objects together increases frame rates... Instead of func_detailing your entire map, seeing it doing that can destroy certain entities group some surfaces such as your floor, walls a doors together. This way you can edit it later if you want to make a new version while its still optimized. Save func_detailing til the end making your map, and if you want to do what hank suggested save 2 copies of your map before doing so

  • Hint/skip brushes are a part of compiling, hammer does the same thing when it compiles.

    Using hint/skip is just doing it manually.

    This means that if it is done poorly, it can make your map run badly, but if done correctly will speed up compile time.

  • DAFT PUNK, YEAH BOOIE!

  • won't it be better to make the singel objects func detail (ctrl+t) and then grouping them together because normally source is a littel messy if you treat many objects at once

  • That works too, but its more convenient sometimes to use all of them.

  • what a huge jetsons map =D

  • I just have a normal 3D skybox around my map. I nodrew the Face BEHIND the 3D skybox. Am I allowed to do that?

  • Its not necessary to nodraw the outer parts of the skybox as it has no lighting on it, im not sure if it will cause any problems, but there is no point in doing it any way.

    so just leave the skybox normal.

  • Hay- nice tut- i have a question-

    i have a jail in 1 sky box, and then another kinda room inside that skybox that i want to make invisible to anyone near jail - iv made the textures on the outside of the room skybox but it doesnt wanna work??

  • no hq setting for this vid lol

    999th view

  • Thanks for the tutorial! Now I understand what nodraw is for. Lol I love 3kliksphilips tutorials, now I know how to map! ^_^ But he doesn't have a tut on this! ;) But I have a question, in maps like evocity how do they make it so when an object is far away its poly count decreses? Also very nice map! What is it called? Will it be on facepunch? I can't wait to play it when it's done.

  • how do make the sky box in the back so u see building in the outside?

  • You have to make a 3D Skybox.

    Watch 3kliksphilip's tutorial.

  • can i download this map somewere because its real good ;)

  • Sorry, its not complete and hasn't been released.

  • can i add u on steam or your hotmail and then can u send it to me ? :D

  • thanks for the info about the nodraw; I have never used it before. THANKS

  • yeah nodraw is your friend

  • Yep Optimizationis good ;]but think oboult the basic shape of the map first, dont make a kill box XD

  • areaportals dude...

  • Yeah, I TOTALLY need a tutorial to areaportals.

  • thats a huge map =D

  • very good tutorial

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