Yeah. Remember the "I Carved a Sphere into a Non-Quad Displacement" thread? I've done another thing Hammer doesn't like.
My friends, Hammer is a very sophisticated program. It is very delicate. It may crash at any Carve, or that next Brush. The Source Engine is very... Unique. Mirrors are possible. BUT, are not reccomended. ESPECIALLY in the multiplayer game Team Fortress 2. Well, despite common sense, I did it. Time for your first lesson on what not to do in Hammer. My friends... Welcome, Welcome to Hammer Hell.
This, is the basic outer shape of a room of mirrors.
Now, we go inside. This is where we start binding brushes to the Func_Reflective_Glass entity.
Let's add some props so we can find out where we are once we compile.
Add a light so you can find your way at least a little bit through the room.
Now, compile. I used the Batch Compiler so I could write this up without my CPU being thrown into the high digits.
And, here we are.
That's it for today's lesson. Class dismissed.
My friends, Hammer is a very sophisticated program. It is very delicate. It may crash at any Carve, or that next Brush. The Source Engine is very... Unique. Mirrors are possible. BUT, are not reccomended. ESPECIALLY in the multiplayer game Team Fortress 2. Well, despite common sense, I did it. Time for your first lesson on what not to do in Hammer. My friends... Welcome, Welcome to Hammer Hell.

This, is the basic outer shape of a room of mirrors.

Now, we go inside. This is where we start binding brushes to the Func_Reflective_Glass entity.

Let's add some props so we can find out where we are once we compile.

Add a light so you can find your way at least a little bit through the room.

Now, compile. I used the Batch Compiler so I could write this up without my CPU being thrown into the high digits.
And, here we are.






That's it for today's lesson. Class dismissed.