Face Culling Question Created 7 years ago2016-07-03 00:12:15 UTC by FriesNburger FriesNburger

Created 7 years ago2016-07-03 00:12:15 UTC by FriesNburger FriesNburger

Posted 7 years ago2016-07-03 00:12:15 UTC Post #330647
If I make a hollow room and use another unhallowed solid to intersect into the room and make the solid an entity of func_wall will VIS compiler
cull the faces of the intersecting solid facing out to the void? outside the hallowed room. (func_wall because the faces of the world brush won't be split up)
Posted 7 years ago2016-07-03 00:18:44 UTC Post #330648
You wouldn't be able to have the func_wall outside the level (touching the void) to any degree, because that would count as a leak.
Jessie JessieTrans Rights <3
Posted 7 years ago2016-07-03 00:25:09 UTC Post #330649
really... Well how could I go about it then? is it even possible?
Posted 7 years ago2016-07-03 00:39:40 UTC Post #330650
a better option would be to use the new func_detail from latest compile tools for hl1, it has a thing called level of detail or something so you can control who cuts who and stuff, if you really want to
Posted 7 years ago2016-07-03 02:03:19 UTC Post #330651
a better option would be to use the new func_detail from latest compile tools for hl1, it has a thing called level of detail or something so you can control who cuts who and stuff, if you really want to
Im not trying to cut anything, but simply shaping interiors via intersecting shapes and for added challenge, using all default tools.

[url] https://upload.wikimedia.org/wikipedia/commons/c/cf/QuakeMapTrim.PNG[/url]

above is basically what im talking about.

EDIT: A bounding box would most likely solve the problem
Posted 7 years ago2016-07-03 04:33:25 UTC Post #330652
It might solve the problem, but that method is typically frowned upon for causing other issues, as well as just being a bit sloppy.

You probably could get away with doing that if the map isn't too complex, but the ideal way to do the sort of thing you have in that picture is using vertex manipulation to make brushes that mimic those shapes without cutting into each other.
Jessie JessieTrans Rights <3
Posted 7 years ago2016-07-03 05:42:42 UTC Post #330653
well the intersecting and cutting is pretty much the same thing, and sticking brushes into each other is one of the coolest things about quake-like mapping, you can easily make interesting and weird shapes without bothering about the tiny sub-unit intersections cause the tools do it for you usually perfecty. However func_walls arent cut

if you want to be that efficient, get VHLT and learn about func_detail, if you wanna be old school, turn on your worldcraft, turn off your internet and shut up lol
Posted 7 years ago2016-07-03 18:04:19 UTC Post #330655
alright it seems ill have to do a little more work :) I think i'll live not being old school. Im getting to know hammer to become efficient and proficient !

Edit:A quick question about multi_managers I can't seem to find out what the # sign means. For example welder1mm#1
Posted 7 years ago2016-07-04 06:32:31 UTC Post #330671
"Edit:A quick question about multi_managers I can't seem to find out what the # sign means. For example welder1mm#1"

If you are triggering an entity more than once from a MM, you have to enumerate the target name for each successive time.

So, if you are targeting a func_wall_toggle named "mywall" from a MM at one second, then 2 seconds and then 3 seconds again, the MM would have entries like:

mywall 1
mywall#1 2
mywall#2 3
Posted 7 years ago2016-07-04 07:51:10 UTC Post #330673
@Dallas Thank you very much for the information. I always learn quite a bit on this website! and everyone else who replied thanks as well.
Posted 7 years ago2016-07-05 21:20:26 UTC Post #330699
Unchecking 'snap to grid' doesn't seem to work really. I zoom all the way in and it seems to still be 'snapping'. Is this a bug with hammer 3.4?
Posted 7 years ago2016-07-06 04:34:30 UTC Post #330701
Methinks "snap to grid" refers to snapping to the grid at it's current grid size, i.e. every 4 units with a grid size of 4, to every 1 unit when un-snapped.
Try holding Alt and moving, I think that goes off the grid. That said, there's few practical uses for moving things completely off the grid. May I inquire as to what you are doing?
Jessie JessieTrans Rights <3
Posted 7 years ago2016-07-06 06:23:20 UTC Post #330703
I was doing something way to precise because i have trouble staying to a 32 sometimes 16 grid for the basic architecture of the map. I just redid what I had when sticking to a 32 grid and everything was okay :) im experimenting with arches and thy're a little tough to use correctly

I think it's every half unit unsnapped
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