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Compile time-reducing stairs method

Map Vault > Example Maps

map screenshot

star star star star star
(5 votes)

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By Archie (See more)
27th July, 2009

Other
29.68KB - RMF
2218 views
491 downloads
11 comments

Last edited: 27th July, 2009

download

Includes .rmf & .vmf


Shave ages off your VIS compile times, and improve r_speeds in your maps!

It really is as easy as pie.
Very useful for saving r_speeds in both Source and Goldsource.

Instead of the usual methods of building your stairs block by block, start off by making a triangular ramp where your stairs will be. Texture this in BEVEL or NULL in Goldsource, or NODRAW in Source.

Now, create your top step and use the clip tool or vertex manipulation tool to make it a triangle, the bottom face of which lines up with the ramp you've just made. This should also be textured in NULL, BEVEL or NODRAW.

Next, press shift+a to bring up the face editor and texture ONLY the top and front faces of your stair. It is important that the faces out of sight remain un-drawn.

Now tie your stair to an entity. In Goldsource - use a func_wall. In Source, use func_detail.

Finally, duplicate this stair down the ramp until you have a fully-functioning, and very cheap-to-render staircase. Using this method drastically reduces VIS compile times!

Check the .rmf for a detailed example.

Comments

avatar Daubster says: star star star star star 27th July 2009, 21:37 PM
Elegant. :>
avatar Rimrook says: 27th July 2009, 22:18 PM
If the surface below a player or model is null or bevel, the view model will turn black. All of this is correct except you cannot bevel or null the ramp underneath. I'm sure it is different for Source. Goldsource models sample their lighting from the surface beneath them.

I did this on Sancefar, when the player goes on the stairs they turn black.
avatar Archie says: 27th July 2009, 22:28 PM
Oh. Unfortunately i only tested in HL1SP and Source, so i never noticed that.

Definitely the issue doesn't exist in Source.
avatar srry says: 28th July 2009, 02:49 AM
I bet this was prompted by our little stair discussion, huh?
avatar Habboi says: 28th July 2009, 07:45 AM
Or the stair tips picture I linked to him months ago.
avatar JeffMOD says: star star star star star 28th July 2009, 11:38 AM
Great, I'm sure this will be very useful for everyone.
avatar Striker says: 28th July 2009, 15:28 PM
Nice tip.
avatar Tetsu0 says: star star star star star 29th July 2009, 11:48 AM
Never thought of making my stairs entities.
I might have to do this from now on!
avatar Captain Terror says: star star star star star 21st August 2009, 17:07 PM
Very nice work sir. I lol'd at the brushwork checkmarks and "no" signs too... AWESOME. nice to see people are still making example maps!
= )
avatar divagante says: star star star star star 9th November 2011, 22:25 PM
thumbs up!
avatar Malle says: 30th September 2012, 20:24 PM
I would func_wall the hole stairs at once and to reduse black models in HL1 i would not null texture the triangle underneath, but put a normal texture on it and scale 2.0.
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