covering outside walls of a map Created 16 years ago2004-07-24 23:50:41 UTC by hefsys hefsys

Created 16 years ago2004-07-24 23:50:41 UTC by hefsys hefsys

Posted 16 years ago2004-07-24 23:50:41 UTC Post #44587
I know that I must have a world brush behind brushes with the clip texture if those brushes are the only thing between black & the map.

But what if I have a func_wall texture as the outside walls of my map, do I need to cover them with a world brush?

Are there any other instances where I have to cover certain brushes with a world brush (eg. with other entity-based brushes) when the only thing standing between black & the map are those "certain" brushes?
Posted 16 years ago2004-07-25 00:50:22 UTC Post #44592
func_wall texture
A what??
AJ AJGlorious Overlord
Posted 16 years ago2004-07-25 01:03:22 UTC Post #44594
um.. func_wall isnt a texture. its an entitie.. If all fails.. just drag a big box over your map. and if you dont want it to be seen.. then i would suggest, make it a func_wall and set the render mode to texture, and then set the render amount to 0.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2004-07-25 01:08:37 UTC Post #44595
drag a big box over your map
Do NOT do this under any circumstances. I wouldn't make the outside walls func_wall. You need the walls to block VIS. Func_wall small objects like chairs, small buildings, other little bits of detail, etc.
AJ AJGlorious Overlord
Posted 16 years ago2004-07-25 02:24:24 UTC Post #44608
your map needs to be enclosed in world brushes. anywhere you use a func_wall to seal your map you will have a leak.
Posted 16 years ago2004-07-25 04:15:45 UTC Post #44620
your map needs to be enclosed in world brushes. anywhere you use a func_wall to seal your map you will have a leak.
Yeah I thought so, thanks.

BTW I meant just a func_wall not a func_wall texture lol!!
Posted 16 years ago2004-07-25 04:30:33 UTC Post #44624
A good idea is to cover all non-visible and void-facing faces with NULL.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 16 years ago2004-07-25 05:52:39 UTC Post #44641
when compiling with ZHLT it does this anyway, so don't waste your time
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