Yeah. That's what i origianlly meant. I have layout in dev, and only one real section mapped.
But it was the most intricate section, so hopefully the others go nice and smooth.
Btw, displacements don't afffect vis information do they ?I believe vis sees thru them to the enclosing brush on the outside, but the faces do get lit and cast shadows.
Warning: === LEAK in hull 0 ===Notice 2 things: info_player_start - That's the entity that's closest to the leak (usually...)
Entity info_player_deathmatch @ ( 605, 414, 72)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
i'm working on an RPG for sourceIt's for half life 2.
If you ask me, Applebee's is a better alternative.I'd stay the hell away from applebees if i were anyone.
Kids menu is the "Joey Menu"There's a whole bunch of wallaby-whathaveyou's and Koala-khalua-thingies in the drink menu.
The steak and chicken menu is the "Barbie Section"