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Here are a couple:
Terrain:
I've made some nice looking sloped terrain--a crater. It looks great, but everywhere there is a seam, the player get's stuck, and you have to jump or walk around. Another thing I've noticed about creating smooth-looking, sloping terrain, is that if you texture it perfectly, you can barely even tell or notice it in-game, because it blends so well. So, I guess I'm looking for general suggestions/tips for dealing with terrain like this.
Dynamic Lighting:
As my map gets bigger and more detailed, I've noticed my dynamic lighting isn't working properly--slow strobe isn't working anymore, although it does work for a cordon compile
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R_speeds and VIS:
I've func_walled much of my complex bits to save on vis time, and lifted stuff off the floor to prevent splitting. I'm guessing in terms of r_speed reduction, for the final compile, I should "to world" the complex bits to reduce wpolys?
ZHLT Light-flags:
When you set an entity to opaque, does it also block VIS?
K. That's all for now! Thanks in advance
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