Instead of func_detail, try func_brush for that platform.
Also, in those screenshots you have a lot of lights :|
they are separated by some brush entities on the ceiling i disabled them on the screenshot, that's why it looks there is so much lights
Instead of func_detail, try func_brush for that platform.
Also, in those screenshots you have a lot of lights :|
i've removed some messed hints and it's better now. (it was Portalflow: 0... and now is 0...1.)
i really doesn't know what to do now
Silly question... Do your lights have names...?
Also, is that ALL of your map? Cause I think I'm seeing lights underground in the middle...
Further questions: Do you have non-quad displacements? Is your map at some obscure angle? DID YOU CARVE ANYTHING AT ALL? Is your computer old? How old? How long is it taking? More than 4 hours?
Etc.
No they don't have names. (only a few ones because i made rotating lights)
no that's not all of the map
Well, that'll slow down vrad, but shouldn't slow down vvis...
Thought so. Post the map then please.
Also, how long does it take on fast?
On the subject of rotating lights, a particle effect may also get you what you want, like the flashing lights on the bomb-carts. (Stored in flag.pcf, I think.)
I'm considering making something similar but suitable for above-door use.
baseportalvis takes 20 seconds :/
and portal flow goes fast too but it locks on 1 :/
i found a wall with over 9000 blocks, but if i change it to detail i get leaks, and i can't make another wall with the exact same shape....
so this time i will just wait the compile and see.
A wall with over 9000 blocks? I don't think any of my maps even come near to that amount of world brushes.
A wall with over 9000 blocks? I don't think any of my maps even come near to that amount of world brushes.
9000000000000000000000000000000000000000000000000000000000
OMG :O
Yu actually just use 1 brush for a wall, then put a brick tex on it. Don't have to make each brick individually