If you make tetra terrain have fun solving the clipping issues where you fall through gaps in the floor. Also if you make them func_detail then the backside of the terrain wastes other resources too like clipnodes and worldleaves
Commented 4 years ago2020-06-19 03:20:21 UTC
in journal: Bye Internet ExplorerComment #102752
I find it's not as slow as it used to be, it holds up well to most modern browsers speed-wise, but it's still buggy with most sites. I don't think IE supports extensions either. good riddance, firefox and tor forever
Commented 4 years ago2020-05-29 08:32:32 UTC
in vault item: Cannabis SativaComment #102742
I've split the model across several bodygroups instead of using three submodels of one bodygroup. Now you can add this thing to your map with just one entity
This comment was made on an article that has been deleted.
Commented 4 years ago2020-04-07 17:00:04 UTC
in vault item: fixprtComment #102649
It's a file generated during the compile process by BSP, which contains the number of visleaves, portals, and their coordinates. VIS uses this information to generate the visleaves. This is why it's important the tool is run after VIS has finished compiling, not before.
Commented 7 years ago2016-12-18 21:17:42 UTC
in wiki page: Tutorial: Detailing MapsComment #100738
Yeah maybe for sparks if you are a newbie to level design, but rounded corners? Really? Just make a brush in the corner of your map and use the clipping tool.
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10
..I'll see myself out.