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Re: Dev'ing for Source is tedious

PostPosted: Fri Nov 12, 2010 11:17 pm
by keldorn
CorporalAris wrote:
keldorn wrote:
Why are you converting func_details to displacements? Just don't do that.

Well displacements are cheaper and also to save on the brush limit. Well mostly at this pont becuase my map is dangerously close to the brush limit.

OH! That is something I had never thought of, substituting displacements for func_detail. It's less costly to the system you say?

For small stuff I probably think it isn't , but if you create the entire ground of your level from displacements. You will save alot of system resources.

Re: Dev'ing for Source is tedious

PostPosted: Sat Nov 13, 2010 12:07 pm
by antie
So what's the deal with the current version of hammer? The one released when CSS was brought up to the 2009 engine? I've noticed that you aren't able to select textures in the same way (can't move the camera around while selecting) and a lot of people on this forum are saying that it's broken. I am considering mapping for KF next...