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
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
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.
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 :)
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
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
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
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.
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??
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.
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
1Pizzaro 2 weeks ago
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
thegregster101 1 year ago
Hey! I want that map~ I wanna use it! Give me! Nao!
TheLynxie 1 year ago
so this fix the cclientrender able list 7/6?
soldierrob909 1 year ago
0:00 - 0:07 XDDDD "... yezz'
Trumavarium 1 year ago
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
magicoone 1 year ago
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
magicoone 1 year ago
TO MAKE MAPS YOU DON'T NEED SOURCE SDK
Havk995 1 year ago
@Havk995 what are you talking about, source sdk is one of the best free map making kits ever.
Liechengsos1 1 year ago
You can't, once it is a brush, a.k.a tied to an entity, you can't separate it.
Trogdorrag 2 years ago
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 2 years ago
@soulicide2036 ctrl+shift+w undo the func_detai
JsCNucleoN 7 months ago
lol just flying around showing off your map :P
elkolil 2 years ago
Not much to show off, its a horrible map.
TySpoonz 2 years ago
OMG can u send me this map?on e-mail (first tell me a yes or no)
kashrikPl 2 years ago
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.
Brandon3739 2 years ago
isnt youre 2d skybox a litle to big mate?
infectednl 2 years ago
Probably, this isn't a very good tutorial :P
TySpoonz 2 years ago
Skip? Hint? Areaportal? etc? Maybe you should start to cover everything about optimization before making a tutorial on only 2 things...
UnScriptedFlix 2 years ago
basics
TySpoonz 2 years ago
@UnScriptedFlix and also Lightmap Grid... also very important lol
ZersiXs 9 months ago
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 :)
DerDobs 2 years ago
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 :)
Mp3only 2 years ago 2
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
hankparish 2 years ago
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.
TySpoonz 2 years ago
not if you use hint/skip brushes
hankparish 2 years ago
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
grajliskeujfa 2 years ago
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.
TySpoonz 2 years ago
DAFT PUNK, YEAH BOOIE!
monkeytoy0 2 years ago 2
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
FXerGerFra 2 years ago
That works too, but its more convenient sometimes to use all of them.
TySpoonz 2 years ago
what a huge jetsons map =D
faszika 2 years ago
I just have a normal 3D skybox around my map. I nodrew the Face BEHIND the 3D skybox. Am I allowed to do that?
Kamrua 2 years ago
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.
TySpoonz 2 years ago
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??
tek5828 2 years ago
no hq setting for this vid lol
999th view
alexstewartmovies 3 years ago
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.
supatails135 3 years ago
how do make the sky box in the back so u see building in the outside?
lunchbox2214 3 years ago
You have to make a 3D Skybox.
Watch 3kliksphilip's tutorial.
TySpoonz 3 years ago
can i download this map somewere because its real good ;)
thelilninjakillerxD 3 years ago
Sorry, its not complete and hasn't been released.
TySpoonz 3 years ago
can i add u on steam or your hotmail and then can u send it to me ? :D
thelilninjakillerxD 3 years ago
thanks for the info about the nodraw; I have never used it before. THANKS
etiLSD 3 years ago
yeah nodraw is your friend
faszika 3 years ago
Yep Optimizationis good ;]but think oboult the basic shape of the map first, dont make a kill box XD
Kruku666 3 years ago
areaportals dude...
faszika 3 years ago
Yeah, I TOTALLY need a tutorial to areaportals.
Pharaohseven 3 years ago
thats a huge map =D
faszika 3 years ago
very good tutorial
EclipDgg 3 years ago