Quote:
Originally Posted by Nezumi
Son of a bitch!. Time to throw this map out and start a new one.
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\shishto@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\daisto@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\graryjer@hotmail.com\sourcesdk_content\hl2mp\mapsrc\ff_cacti_07"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\daistoII@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\lupo_montego_III@hotmail.com\sourcesdk_content\hl2mp\mapsrc\ff_cacti_07.vmf
Brush 368975: MAX_MAP_BRUSHSIDES
Side 2
Texture: TOOLS/TOOLSTRIGGER
Well... maybe not. There's some optimising I could do...
...but I still have to put in the hint brushes...
Bah!
EDIT: False alarm. There's still tons of world geometry (func detail type stuff) I can turn into displacements. Still...
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The quake3 style "hull" is the way to go, can you really make alot of the detail displacements? Does it look any different to func_detail in terms of lighting?