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Take outa a Litle peace of a wall
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Mapster
Loves Cake


Joined: 16 Oct 2007
Posts: 432


PostPosted: Mon Oct 20, 2008 3:18 pm    Post subject: Reply with quote

NEVER USE THE CLIPPING TOOL!
It causes errors / problems / leaks / bad cookies.

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Remmiz
Can't Fight The Man If You Are The Man


Joined: 13 Nov 2007
Posts: 365


PostPosted: Mon Oct 20, 2008 3:48 pm    Post subject: Reply with quote

Mapster wrote:
NEVER USE THE CLIPPING TOOL!
It causes errors / problems / leaks / bad cookies.


Umm, what? I think you mean the carve tool. The clipping tool is an amazing thing (although I prefer the vertex tool better).
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Mapster
Loves Cake


Joined: 16 Oct 2007
Posts: 432


PostPosted: Mon Oct 20, 2008 4:02 pm    Post subject: Reply with quote

Be a man and use the block and vertex tools like a man is what i say!
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Remmiz
Can't Fight The Man If You Are The Man


Joined: 13 Nov 2007
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PostPosted: Mon Oct 20, 2008 4:34 pm    Post subject: Reply with quote

Because the vertex tool can turn a single brush into two.
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Splitx
New Employee


Joined: 18 Oct 2008
Posts: 14


PostPosted: Tue Oct 21, 2008 10:59 am    Post subject: Reply with quote

yeah i have fixxed this now Smile

but when i read some tuts it says like this

"You will need two prop_dynamic entities, one for each of the following world models:

* models/props/pedestal_base_reference.mdl. Name it stand_bottom_model and set its "disableshadows" keyvalue to 1.
* models/props/pedestal_center_reference.mdl. Name it stand_top_model. "

but where to find them?

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Portalboat
Superior Participant


Joined: 30 May 2008
Posts: 98
Location: In your pool, drinking your waterz

PostPosted: Tue Oct 21, 2008 4:50 pm    Post subject: Reply with quote

Oh wow.

Even I knew where to find props when I started mapping.
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Mapster
Loves Cake


Joined: 16 Oct 2007
Posts: 432


PostPosted: Wed Oct 22, 2008 6:11 pm    Post subject: Reply with quote

Remmiz wrote:
Because the vertex tool can turn a single brush into two.


It doesn't matter how many brushes there are. The compiler only builds the 'visible' faces when you use the nodraw texture on the unneeded faces.. Like you are suppose to.

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Remmiz
Can't Fight The Man If You Are The Man


Joined: 13 Nov 2007
Posts: 365


PostPosted: Thu Oct 23, 2008 1:50 pm    Post subject: Reply with quote

Mapster wrote:
It doesn't matter how many brushes there are. The compiler only builds the 'visible' faces when you use the nodraw texture on the unneeded faces.. Like you are suppose to.


But what if you plan on moving the two newly created brushes apart from one another? What now?

PS - Using 'nodraw' on all faces which are completely covered and not entities is a waste of time and only for OCD people who should be using their OCD to detail their map, not speed up the compiling process by .01 seconds.
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