Hat Factory

PL Hat Factory 56

r13

Train God
Aug 30, 2010
259
286
I got a portal issue in the latest version of the hatfactory and i could use some advice on solving it.

i'll describe the issue and tell you where to stand in the current version on the workshop to the issue.

i have a medium sized room around my third cap point, C with several doors into it. when you stand outside of the room and look into the main door the back corner will disappear. it seems the bsp tree is culling that leaf. I assume that a hint brush can solve it but i'm a little lost on where i would put it to be efficient with it. i don't want to decorate the whole inside of the room with hints.

if you stand in the leaf that is getting culled, the whole world gets culled too, so i'm anxious to fix this and get a patched version up.
 

r13

Train God
Aug 30, 2010
259
286
and yes that wall is all solid brushes, in the 'real world'. no func_details penetrating the wall even.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Did you look at the case with mat_wireframe 1 on or within hammer with portal file loaded? Something is making it crazy.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Tunnel of love? More like tunnel of LSD.

Should play some Pink Floyd when walking trough that tunnel. The early psychedelic stuff.
 

r13

Train God
Aug 30, 2010
259
286
Version 50.... The layout from version 48 survives!

- added a new spawn for blue that opens up after they cap checkpoint alpha
- added and fixed teleports for the spawns.. it's supposed to teleport any left to the forward spawn
- since the layout didnt change as much, i detailed a bunch
- i lied the layout did change some. stage 2 area, the arena like area, has several rooms and paths closed up.
- more half life 1 announcer voices all the way thru. it'll nag you every 2-3 mins to push the cart.
- made the transition between satge 2 and 3 a lil more of a event. added fx! wooo. fx.
- more custom logos cause i made them and i'm using them.
- optimizing by making several large swaths of trim brushes into models. no more tjunctions.
- added more player clipping to help the people unable to stop rubbing up on things.
- toned down the lights in the tunnel of love by 25%. they are still by definition; bright.

Read the rest of this update entry...
 

r13

Train God
Aug 30, 2010
259
286
i updated the sign on the front of the blue spawn with some neon

2016-02-25_00001.jpg
 

r13

Train God
Aug 30, 2010
259
286
Version 51

Immediate shout out to Egan from TF2Maps for his feedback.

He taught me the repack bsp command and reduced the bsp to a 1/3. That's saving the planet really.

He also gave me some thoughts on how to polish up some of the map. Blue's first spawn is noticabley different now.

The Blue Spawn death pit is more of a crate eater now, finally. And you really have to try to fall in.

There's a new sign in there too. Yes, i squeezed another in.

Read the rest of this update entry...
 

r13

Train God
Aug 30, 2010
259
286
BTW i'm totally using the Crash method of loading stock maps and stealing the lights out of them
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
We played this on my home server earlier tonight. Went pretty well, but I feel like it's really convoluted in places, it could use some slimming down. It's also pretty chaotic visually, I think you could use some refinement on that front as well. You have a LOT of different materials used everywhere, it could use some more cohesiveness. It also feels like you threw in a ton of random ideas that don't necessarily make sense, but that's probably intentional?

My team on Blu during setup time ran into that open hole like lemmings, for the record. It was great.

Bonus pictures of the tunnel of love, which was a big hit:
63A5A025D38F8660F20E726685BDF6E758FFF270


DAED0AF167EAA70A863A47DC3DE24D334A8D9098


DD0F590F4DE33C98B2E31554A35C5EFCF7657408
 

r13

Train God
Aug 30, 2010
259
286
You are right the map is all of that. as i was building things i was just letting the building happen. i detail it up more to get people to be willing to play it. most of it i would delete in a heartbeat if needed... but that said i'm also I'm currently going thru and doing a serious polish pass... i dont know what a serious pass is really... but it feels serious. [serious face] It'll probably always be a bit of a mess but we'll see what happens..

in the mean time i made a submarine base mech for the first red base... and a giant mech hand for the 2nd blue spawn... there's a joke in there some where.

i also want to pull some length out of it.. it is pretty long.. i have some specific ideas on where to cut and bevel on the 2nd and 3rd stage... maybe 1-2k units...

in the mean time... my fave bit from the shots...

Yzzzy: That billboard is animated
Yzzzy: what even


2016-03-01_00001.jpg

2016-03-01_00002.jpg
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
Yzzzy: That billboard is animated
Yzzzy: what even
For some reason, despite everything else, that was the thing I found unrealistic.

Looking cool tho!
 

r13

Train God
Aug 30, 2010
259
286
you cant believe in a submarine heavy assault vehicle?

sad times we live in these days...

or was it the planks? cause i thought about doing a mechanized bridge with a lil white fence on each side and you's spawn in a capsule that would raise out of the head of the heavy and puke yah out... it was the planks wasnt it... damn i will get on it right away.

oh i re-read the post and i see you found the animated billboard too much... yah i had made it and been looking to throw it into something. i tucked it way up there so it wouldnt distract.