Walls and floors AAAGGGHHH!!! Created 20 years ago2004-06-10 15:53:03 UTC by esmajor esmajor

Created 20 years ago2004-06-10 15:53:03 UTC by esmajor esmajor

Posted 20 years ago2004-06-10 15:53:03 UTC Post #32098
I'm trying to make a map with a bunch of hallways that twist and turn (somewhat like a maze, but not REALLY a maze)

I'm starting to get confused with how to fit the walls and floors together - some walls look like they overlap (in the joints) Also should I put the wlls and floors ON TOP (and below) of the walls or should I fit them INSIDE the walls?
Posted 20 years ago2004-06-10 15:57:58 UTC Post #32100
Intersecting brushes seem to be bad for the compiling programs. Although I've never had problems with it they seem to slow down the compile process.

Just connect the walls and floors how you want. Next to each other, on top of each other... doesn't really matter.
Posted 20 years ago2004-06-10 16:16:38 UTC Post #32109
It starts to look confusing after a short time... 3 hallways, 4 views ARGH!
Posted 20 years ago2004-06-10 16:22:25 UTC Post #32113
I don't really get the problem. What's so confusing?
Posted 20 years ago2004-06-10 18:00:42 UTC Post #32135
ahh! I know what you mean... or least I think so.

at the corners you see the texture is messed up. Heres what I think you do. Take the wall that has the messed up texture end on it, press the graph thing so that it snapes to 1. Move the wall over 1 point. Create a new wall that is 1 thick. Stick it into the little gap that is now there because you moves the other one over 1. I hope that helps.

P.S, if I have no Idea what I'm talking about, include a screenshot of the problem area.
Posted 20 years ago2004-06-10 18:23:18 UTC Post #32140
The problem is when you create mltiple hallways, which on the 2D views you can see several walls that look like they are all mixed up... then you try to fit brushes in as floors, and they are all misaligned (appear that way) in different views..... it gets confusing.
Posted 20 years ago2004-06-10 18:34:46 UTC Post #32143
just edit in the 3d mode. To make the brushes, make them in the 2d, and move them around in the 2D, but to see if they are right, look at them in the 3D. Are you making Diagonal Hallways? That would be a problem then. Always make your hallways go noth to south, or east to west or the textures could get screwed up.
Posted 20 years ago2004-06-10 18:44:29 UTC Post #32145
Posted 20 years ago2004-06-11 12:02:51 UTC Post #32368
I use the textured view, and texturing isn;t the problem - it's having all those walls and such in the 2d views getting cluttered..... and it's planning out the simplest application of ceilings/floors to walls.....
Posted 20 years ago2004-06-11 12:22:44 UTC Post #32371
You've got to get used to it, I guess. It's best to use the 3D-views as a reference to se what you're doing. Also, you should use the 3D-view for selecting and such as it's much easier to see what you're doing.
Posted 20 years ago2004-06-11 13:38:17 UTC Post #32382
Maybe have a look at the Visgroups tutorial!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-11 13:40:01 UTC Post #32383
OMG!

11 posts and not a single mention of VIS GROUPS
they are your friends
Posted 20 years ago2004-06-11 13:40:18 UTC Post #32384
The one on this site you mean? ;)
Nevermind.

http://cariad.co.za/twhl/tutorial.php?id=72
Posted 20 years ago2004-06-11 13:41:13 UTC Post #32385
oops - too late - i didn't see seventh's post :zonked:
Posted 20 years ago2004-06-11 13:43:18 UTC Post #32387
I don't really use VIS-groups a lot. Even with very complex maps I can quite easily find my way. Maybe that's what you get after 2.5 years of mapping... :)
Posted 20 years ago2004-06-11 13:58:02 UTC Post #32396
Not using vis groups is not wise - it can cause hammer to crash sometimes if the ammount of brushes increases...
Posted 20 years ago2004-06-11 14:00:33 UTC Post #32398
Visgroups have no effect when you save the map in .map format, which is what is required for my compiler... VHE's compiling method always freezes on me.
Posted 20 years ago2004-06-11 14:12:31 UTC Post #32400
That's right, as this vis-group info isn't saved in the .map format. However, you can save your map to both formats... :)

Oh, and my computer nearly never crashes. Heh, while I'm working on some large and complex maps... :)
Posted 20 years ago2004-06-11 15:07:03 UTC Post #32418
I just realized I could always save in both formats, and then compile the .map - if I have to make changes I can always reload the rmf, and adjust it, then save again in both. COOL!
Posted 20 years ago2004-06-11 15:49:19 UTC Post #32443
esmajor, VisGroups are only there in RMF files because compilers do not need them. The RMF format was created by valve to make editing maps easier as they contain information which maybe useful while editing. My advice is to edit them as rmfs and when u compile them, just export the .map file. Also, I never used VisGroups ever.
m0p m0pIllogical.
Posted 20 years ago2004-06-11 16:05:32 UTC Post #32449
oops - too late - i didn't see seventh's post
Thats because you posted 2 mins after him, and were probably typing at the same time, or he lives closer to South Africa.

and P posted at the exact same time.

Wow, you never stop to think that someone else is looking at the same page as you right now, and typing too. Thats the wonder of the internet.
Posted 20 years ago2004-06-11 16:05:51 UTC Post #32450
why don't smilies show up in quotes?
Posted 20 years ago2004-06-12 01:44:22 UTC Post #32577
or he lives closer to South Africa
Uhm, if either of our pings is 120000ms then I think we shud get our phone lines looked at ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
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