Im preaty sure a mortarcanon can be done with a func_tankmortarThats what i said.
Doesn't it cut up everything into small brushes of 1 unit thickness?It does that, but the general shape of a brush is still recognisable. Basically its doing it the way how Hallow works: it takes all brushes and hollows it with 1 unit thick sides. Thats fine by me.
WinBspC is the most accurate decompiler, although it still cuts things up and is quite buggy.Actually, there is another decompiler on the internet that works a little bit better than WinBspC.
does nulling huge faces that close the level causes a leak?No. Unless the nulles faces are part of a brush based entity, like a func_wall. But im sure thats not the case in your map.
But I have a problem I want to try the map in the cs 1.5 just to make sure I?m using write sizesErr... what?
How can I do the I read the forum post but I just don't get itThat doens't make sense at all! Please post any future threads of yours in correct understandable english next time.
You use it to tie complex shapes together so it makes it easier to compile.In other words: its func_detail in HL2 is func_wall in HL.
Build-An-ElevatorSFNJDKFRHSEJKHR!
-Build a unique/detailed, functioning elevator
-extra points for brushing acrobatics and elevator functionality
-custom textures a-ok
-3 days time limit
Look back at a couple of your posts about it. Didn't you say rebuild a HL map using lego blocks?I did, but the Lego compo was not my idea though.
Well since the Lego compo will most probably be a bustI hope not! I put a lot of work in those textures.
Also I need someone to fix the player starts, everyone keeps spawning at the same info_player_start.So its a deathmatch map? You need info_player_deathmatch for those. Info_player_start is only used in singleplayer maps.