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Posts by psychokilla

  • No Games listed in Source SDK tools??

    • psychokilla
    • June 21, 2007 at 10:31 PM

    Have you tried clicking on "Reset Game configurations"?

  • CS:S light_spot and fluorescent problem

    • psychokilla
    • June 21, 2007 at 9:27 PM

    Hi, I'm working on a map with a friend, I'm doing most of the entity work on it but I'm having problems with lighting. When i try to do a light with a fluorescent flashing effect it ends up lighting half the map when I do a quick compile. Is this because of a lack of visleafs? Also, when I try to add a spotlight (light_spot entity) they don't show up when I do a quick compile. (A full compile seems like it will take days) Is this usual?

    Also can someone give me tips on optimisation and I've already read the rvanhoorn page We've already tried using env_fog but this did'nt really seem to help. The map is quite large and open and it's not possible to split it up with conventional walls, we're trying to split it with hint/clip and sections of skybox but are'nt too sure how the hint/skip is used. Is it to be used to split visleafs up?

    Here are some screenshots to give you an idea of what we're doing, any help would be great.

    [Blocked Image: http://www.imagehosting.com/out.php/i806373_debridge2far1860017.jpg][Blocked Image: http://www.imagehosting.com/out.php/i806372_debridge2far1860011.jpg][Blocked Image: http://www.imagehosting.com/out.php/i806371_debridge2far1860022.jpg]

    [Blocked Image: http://www.imagehosting.com/out.php/i806370_debridge2far1860014.jpg][Blocked Image: http://www.imagehosting.com/out.php/i806369_debridge2far1860009.jpg]

    The screenshots are from a quick compile and we have made all the smaller brushes (window frames/window sills/columns, etc) into func_detail so that the large brushes left will mostly be large boxes or uncomplicated shapes. Is it better to have more small visleafs or less larger visleafs?

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