VisGroups

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VisGroups

Postby Tutorial on Mon Mar 07, 2005 10:31 pm

category
General Half-Life 2/Editor

description
Easy to use VIS groups, makes life so much easier.

keywords
vis, groups, group, visgroups, visgroup.

Before I can teach you how to create “visgroups”, I’m going to have to explain what they are.

First of "visgroups" are not to be confused with the "vis" option in the compiler they are totally different. "visgoups" stands for visibility groups, which is merely a tool in hammer to organise your map so when you have loads of entities, brush's and objects you don't get confused. “Visgroups” when toggled will hide anything which has been allocated to its group in hammer, but when you compile make sure all your groups are visible otherwise it will not compile the hidden groups causing them not to show up in game.

Compare organisation of “visgroups” to the organization of a file on your computer. Often people separate the files into different folders so everything looks clearer and its easier to navigate, same principle applies to “visgroups”.

Okay now to explain how to create vis groups.

To place objects in a “vis” group select what you would like to go in the group, right click then scroll down to properties.

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Click the “visgroups” tab along the top, click one of the squares with its group name next to it and a tick should appear now just hit apply.

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And that’s it, simple but effective, now I will talk about editing your “visgroups.

To organise your “vis” groups click edit on the small “visgroups" window on the right of hammer and it’s pretty simple from there on. You can change the name, the colour, add or delete your “visgroups”

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Click on the box’s with the ticks in inside the “visgroups” window to see an example of a “visgroup” toggling what you see in hammer.

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Hammer will always create a VisGroup called Auto, which very basically organises your objects, but I much prefer creating my own.

Related:
Example Map

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Postby Sauce on Tue Nov 29, 2005 10:21 am

THANKS! Now i won't have to squint at the screen so much when i'm trying to distinguish one object from another! Too bad it doesn't compile them if they're still hidden - perhaps they should include an option to turn that off in the next hammer!
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Re: VisGroups

Postby chargers5583 on Tue Jun 23, 2009 9:57 pm

Thank you very much!
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Re: VisGroups

Postby Psy on Tue Jun 23, 2009 10:20 pm

I know how old this article is but seems though somebody has bumped it I think this is worth nothing.

You can create sub-visgroups by right-clicking an existing visgroup and dragging it into another. Useful for organising areas into smaller sections such as props, lights, scripts, that sort of thing. :)
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