COMPILING NOTEYou need HLFix to handle the floating-point(off grid) vertices, -OR- use
Sledge ;p
High-res ScreensIncluded Prefabs-Various pipe sizes(indoor sewer-line size to small water/conduit/gas line)
-Army Tent
-Parcan Lights(with volumetric light and texlights)
-Parcan Light stand
-Parcan gel sheets
-Fluorescent fixtures (blacklight and standard bulbs)
-Plastic tables
-Red solo cups
-various "starter" prefab shapes
Notes-To compile these prefabs properly, you must use HLFix, Sledge, or something else that can compile floating-point vertices.
-Small prefabs like these are ALMOST ALWAYS better off being models!
-Use these prefabs sparsely, as complex brushwork will add to your WPOLY count AND compile time!
-Using these prefabs will generate errors(see included log), but shouldn't affect the map.
-Pipe bends are made entirely out of triangles(4-sided polygons), because this was the only way i could get them to scale without breaking the compile.
-These props are NOT optimized.
-Texturing is VERY primitive, feel free to retexture
-Make sure these prefabs are
func_wall,
func_illusionary, or
func_detail(VHLT)! (with exception to the tent, because you want it to block light)
Note about re-sizing the PipesDO NOT use Vertex Manipulation to make translations on the pipes, because it will bugger their texture alignment! Each pipe section is a group of two objects(one elbow and two straight pipes).
To Resize: Toggle
Ignore Groups(CTRL+W), and use handles resize the straight pieces of pipe. Toggle
Ignore Groups again when finished. (the elbow sections of the pipe should not be altered in any way, except to
rescale(CTRL+M) or retexture).
Programs Used-
Hammer 3.5-
ZHLT -Compile Tools 3.4 FINAL(x64)-
Compilator 3.0.00 BETA-
HLFix 0.81-Lighting Done Using texlights (
info_texlights entity) and a very dim
light_environment.
Danke!
Many prefab.
Wow.
Wow.
PS: Don't use func_walls on multiplayer maps (ok, on ANY maps)! Use func_details. This way entity indexes won't be occupied by useless stuff.
I would really like to explore VHLT, but i don't map GoldSrc anymore, except to play around occasionally with little test maps like this...(VHLT also reduces your compile time i just read? how cool!)
Thanks again for the comment and rating! =)
You should use VHLT v31 instead of v30.
If i do any more GS test maps like this, i will definitley try the new compile tools! =P
Oh, also, func_detail has "opaque" set to default. Every func_detail solid entity will cast shadows by default.
I should have made this more clear in the description, editing now--Sorry! =)