You need HLFix to handle the floating-point(off grid) vertices, OR
;pMore ScreensIncluded Prefabs
-Various pipe sizes(indoor sewer-line size to small water/conduit/gas line)
-Parcan Lights(with volumetric light and texlights)
-Parcan Light stand
-Parcan gel sheets
-Fluorescent fixtures (blacklight and standard bulbs)
-Red solo cups
-various "starter" prefab shapesNotes
-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 Pipes
DO 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 finshed. (the elbow sections of the pipe should not be altered in any way, except to rescale
(CTRL+M) or retexture).Programs Used
-ZHLT -Compile Tools 3.4 FINAL(x64)
-Compilator 3.0.00 BETA
-Lighting Done Using texlights(info_texlights entity) and a very dim light_environment.