Forum posts

Posted 19 years ago2005-08-10 10:16:00 UTC
in Noobie No Draw Question Post #126980
Yeah its touching the ground face. Thanks
Posted 19 years ago2005-08-10 09:53:58 UTC
in Noobie No Draw Question Post #126971
Hi,

If I have a brush that is placed on the ground should I put a NO DRAW texture on the underside of it? Its only faces that are on the outside of the map that don't need NO DRAW textures right?

Thanks
Posted 19 years ago2005-08-05 05:04:06 UTC
in Max Brushes and Solids Post #125990
Hi guys,

I know you get a lot of questions about the limits of Hammer and you always say that these should never be approached, but would you be able to tell me how many brushes you would have, on average, in a large map?
Is the number of solids you have in the map information the same as the number of brushes?
I have a map with 2956 solids and it starts to hang if I add any more. I checked the tommy14 web page and that says that the limits for brushes is 4096 or over 8000 with different compilers. Going by this I should be at least able to fit in a few hundred more shouldn't I? Or is it hanging for a different reason? I've read a lot of other posts about crashes but I don't think my map is suffering from any of the things that I've read about- e.g. leaks or invalid solids

Thanks
Posted 19 years ago2005-08-04 09:55:48 UTC
in Un-Tieing to Entities Post #125879
Ah thats what that does. Wouldn't it make more sense to call it "Un-Tie from Entity"?
Posted 19 years ago2005-08-04 09:42:20 UTC
in Un-Tieing to Entities Post #125867
If you tie a brush to an entity is there a way of having it revert back to a normal brush or do I have to delete it and start again?

Thanks!
Posted 19 years ago2005-07-29 09:29:55 UTC
in Floor Brush Post #124383
Its Ctrl+F ;) Thanks
Posted 19 years ago2005-07-29 06:28:37 UTC
in Floor Brush Post #124357
Thats only work if the base of the building has four points though isn't it? Or can you have a brush with more than 8 vertices?
Posted 19 years ago2005-07-29 06:01:35 UTC
in Floor Brush Post #124354
Hi guys,

I'm making a model of a building and at the moment I have one large rectanglar brush for the floor. The building isn't rectangular so there are parts of the floor brush jutting out from the building into the void (there aren't any leaks though). Does this result in any extra rendering? Would I be better off making the floor out of several smaller brushes which fit the base of the building exactly?

Thanks!
Posted 19 years ago2005-07-28 05:52:18 UTC
in Decal Size Post #124062
Yup an overlay did the trick. Thanks! Is there a problem with putting a decal on a large brush? I tried applying one to my floor but I can't see it when I load the level
Posted 19 years ago2005-07-28 05:11:18 UTC
in Decal Size Post #124047
Hmm I tried that. Maybe I'm doing something wrong: I pick a texture, click on the apply decal button and then click on a brush in the 3D view. I get a little purple box in the 2D views called "info_decal". If I try changing the size of this box it just moves the decal without changing the size of it . Any suggestions? :

Thanks
Posted 19 years ago2005-07-28 05:00:43 UTC
in Decal Size Post #124038
Hi,

Is there an easy way of changing the size of a decal or do they always just come out as the same size as the texture you are using (e.g. 256X256)?

Thanks
Posted 19 years ago2005-07-25 07:13:04 UTC
in Leaks and Entity Limits Post #123374
Hi,

Does anyone know the maximum number of entities that you can have in a map? I've tried (and failed) to find it on the forums.
Is this limit affected by whether or not you have a leak in the level? When I have a leak and try to add an extra entity the map crashes when I try to load it. If I get rid of the leak it works ok- I was just wondering if anyone else has experienced this or if there is another reason for it crashing?

Also my map seems to compile a lot quicker if there is a leak in it. Does this happed to anyone else or does anyone know why this is?

Thanks
Posted 19 years ago2005-07-22 05:02:05 UTC
in Leaks with hidden objects Post #122635
Hi,

I noticed that hidden objects don't appear in a level after compilation and I was wondering is it possible to test single rooms at a time for leaks by hiding the rest of the level? For instance if i have two rooms seperated by a door could I hide one room and check to see if the other one is leaking?

Thanks
Posted 19 years ago2005-07-19 12:04:19 UTC
in Doors questions Post #122053
Hi,

Does anyone know what the "Toggle" tick box does in the doors options?

Also is there a way of determining which way the door is going to open (if it is oneway) from within the editor. At the moment I have to keep loading up the level and checking the "Reverse Direction" box if the door is opening the wrong way. I thought it was something to do with the yellow line but that doesn't seem to have any bearing on it.

Thanks!