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zombie@computer wrote:mapname has a space in it... two even



marnamai wrote:you also have a leak (hole in your map or entity origin outside your map)
displacements can't be func_detail, it will cause the map to fail to compile
if you want to make a brush entity back to a normal brush, select the entity and click the "to world" button




[KIRBY] wrote:1. to return displacements to normal brush, select them and in edit window select destroy option
2. do not go OH EM GEE I CAN USE DISPLACEMENTS if you are just starting to map, displacements tend to be made AFTER you are done with everything else in the map
3. also Hammer can handle A LOT of displacements, but that does not mean that you should be using them everywhere and for everything

Major Banter wrote:[KIRBY] wrote:3. Agreed. Displacements are cheap but carry a lot of caveats; they are not constant replacements for brush-based architecture and while they cut down on complex brush counts, they still need brushes to seal them. Furthermore, they have notable lighting issues when intersecting BSP brushes or each other.



[KIRBY] wrote:if you are just learning hammer, forget about displacements for now



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