Recent content by joeholley

  1. J

    [TUTORIAL] Complete Guide to Adding Custom Objects to your TF2 Map

    Thanks a bunch for the tutorial, Hawk. Lots of awesome information in there. Although I'm using a pretty different workflow (mostly Max, VTFEdit, and a GUI model compiler) I'm able to get texture-mapped objects in the game. Unfortunately, I'm now looking around for good embedding...
  2. J

    Too many t-juncs / making static props help

    I finally got a functional prefab->prop workflow via about 4 different programs! It only took me 6 months . :/ Now on to phase 2: does anyone know how to embed the props I'm making into my map? To be perfectly honest, if I can't find a way to do this then my hold concept may be harfed. No...
  3. J

    Too many t-juncs / making static props help

    Yeah, a very good point, and what I was trying to get to when I mentioned performance issues. However, since I've still not been able to find the answers to my model creation questions, I'll take what I can get if it gets the map into a working beta form. I can then continue to pursue the...
  4. J

    Too many t-juncs / making static props help

    This does seem to allow the map to compile, although I'm a bit concerned about performance issues. Either way, I'll see if I can get a full compile of the map and come back to let everyone know if it's running without hitches.
  5. J

    Too many t-juncs / making static props help

    Altaco, for what it's worth, I was always unchecking visigroups to test and typically make everything in a room that should be a func_detail into it at once, as mentioned in my post about halfway down. I really appreciate that you took the time to make sure I didn't miss those options though...
  6. J

    Too many t-juncs / making static props help

    That's worth a chance assuming there's something about some specific func_details causing the issue. I'll give it a try.
  7. J

    Too many t-juncs / making static props help

    Yeah, I can get the map to compile... by deleting the results of the last 3-4 art passes. Your suggestion would be excellent if I was just trying to get the map to compile. Unfortunately, I'm working on the public beta so it needs a fair amount of detail in the map. I'm thinking that what...
  8. J

    Too many t-juncs / making static props help

    What you're referring to is when you have a displacement that you've marked as a func_detail by accident, right? I've had that happen a few times in the past and it has an explicit error message to that effect. That is not the case here. I really appreciate your attempt to help me out though...
  9. J

    Too many t-juncs / making static props help

    Thanks, I'll give these suggestions a try tonight and post any results.
  10. J

    Too many t-juncs / making static props help

    Hi folks. I'm at the end of my rope. I'm having an issue with compiling my TF2 map - once I'd added a fair amount of detail to it (nothing excessive; it's not even as detailed as the official valve maps), I'm no longer able to compile. My compile log: Given a bit of google searching...
  11. J

    [INFO] Checkers as cubemaps

    FYI, you can do this a bit quicker by typing this in the console: disconnect map mapname This basically just shuts down the server and then restarts it, loading your map again. Would at least save you the up to half a minute or so it takes to load up another map. Your post does have some...