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HL Engine Mapping Maps for the Half-Life engine Half-Life

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Re: What's Carp Got Cooking ?
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the Carpenter
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Default Re: What's Carp Got Cooking ? - 29-04-2004

If I understand things right, they won't split faces.
However ... you know me ... I could have dreamt that up over time.
Don't know too much about Steam.
Don't you still have valve installed too ?


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Re: What's Carp Got Cooking ?
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Zacker
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Default Re: What's Carp Got Cooking ? - 30-04-2004

I dont think textures matter when it comes to splitting of touching brushes. I think it only matter its world or entity.

Even if the buttomface of a crate is nulled the area beneath it will still not be rendered if the crate is a world brush.

You made me think of something though What if we turned brushes into entities and textured the backfaces with a @texture.

Since the brush would be an entity, it should not cut up the face it touch. Since it has a @texture there will not be rendered through it though, if you can follow me?

Could be interresting to see what the engine thought about that. I guess it would simply act as a normal entity brush, since the @texture would be discarded as its fully covered by a world brush.


To get gl_wireframe to work you might have to run it in singleplay, run map via consol, turn on sv_cheats or something. I dunno if any of that works, since I dont have Steam.

Sorry for hijacking ya thread Carp
  
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Re: What's Carp Got Cooking ?
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the Carpenter
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Default Re: What's Carp Got Cooking ? - 02-05-2004

I just wanna know what you wanna put @ tex on.
Where do you wanna use them ?
To save on r_speeds somehow ?
Like as walls ?
Cuz I've been theorizing about such things too.
Like using {brushes on one side & @ on the backs.
I wanna use something like that to make a destroyed city block.
Interesting ?
Anybody else have ideas about this ?
Cheers !


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Re: What's Carp Got Cooking ?
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Pierre-Marie Baty
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Default Re: What's Carp Got Cooking ? - 02-05-2004

I find it weird that the engine would allow the rendering of invisible faces ... ???

I mean if you face a cube, you may see 3 faces of it at once, the engine shouldn't even bother about rendering the 3 others in the back unless you change your point of view ?



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Re: What's Carp Got Cooking ?
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Zacker
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Default Re: What's Carp Got Cooking ? - 02-05-2004

I have been wondering the same Carp. A year ago I said to myself: "If there just was a texture which could block VIS, then I could make the most amazing stuff". Today I have no idea of why to use it anywhere.

I have some wierd ideas, which probably wont work out. If you hollowed a door and textured the insides with the @ texture, then you would maybe have a door which blocked VIS, when it was closed?

Gingsing Avenger, one of the @ texture experts, used it one place in Industry West. He has some flap doors which you can go through, but not look through. There it is quite usefull with it.


According to the results of the discussions on the collective the engine does actually not render invisble faces.

I still dont know what to belive though. If the engine did not render the 3 other faces of a cube, then there would be a lot of cases, where we dont need the null texture.

One of the guys over at the collective made some experiments. He filled a room with 100 cubes. Then he compiled and checked r_speeds. After that he went into Hammer and textured all invisible faces with null. After a new compile the r_speeds was still similar, when looking from the same angle.

I guess the subject could still need some experimenting.
  
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Re: What's Carp Got Cooking ?
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SoUlFaThEr
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Default Re: What's Carp Got Cooking ? - 03-05-2004

with the @texture are you meaning the aaatrigger?


  
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Re: What's Carp Got Cooking ?
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the Carpenter
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Default Re: What's Carp Got Cooking ? - 03-05-2004

Ah !
The door idea is good !
It would wok best with sliding doors though, because the edges of the door would have to be fully covered as thick as their pieces.
Say: the door is made up of 6 pieces, all one unit thick.
You would need to ensure the @ surface was completely blocking vis.
Like so:


Make sense ?

p.s. He means tex that begin with @.
Such as @TCblinds from ts_normandin.
They are passable to players & weapons, but nothing on the other side gets rendered.


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Last edited by the Carpenter; 03-05-2004 at 00:42..
  
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Re: What's Carp Got Cooking ?
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the Carpenter
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Default Re: What's Carp Got Cooking ? - 07-05-2004

Every mappers nightmare happened to me today.

I started out the day with this:


I altered a couple of things ... no big deal, right ?

Compiled ... got this error:

Unable to open maps/ts_normandin_CREDITS.txt for transfer.
Processing maps/ts_normandin_CREDITS.txt.
Then ... the prt file went missing.
At that point I copied & pasted the prt ... & apparently ... a REALLY old version of the map file from another folder.

I compiled again & got this:


The last 6+ months of work on normandin are lost.
Not very cool.
I found a version of beta 2 at least ... only 3 months lost on that one !
So ... I mapped like shitbusters today & am compiling the rebuilt & retextured & redetailed version of the map.
We'll see how much I got right in a while.
Oh terrible day.

Oh ... terrible day !


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Re: What's Carp Got Cooking ?
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sPlOrYgOn
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Default Re: What's Carp Got Cooking ? - 07-05-2004

that sucks a lot...
  
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Re: What's Carp Got Cooking ?
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Pierre-Marie Baty
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Default Re: What's Carp Got Cooking ? - 07-05-2004

I know how it feels cos it happens with code too...... I feel sorry for you dude really...
if you're really too pissed take a breath... don't take the risk to do another mistake... do something else for a short while, you'll get back to normandin in a few days, and eventually you will find a more recent backup the day you won't be searching for it. That's usually what happens

...dunno, how about texturing a cathedral for a change ?



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