02-14-2008, 11:20 AM | #1 |
Join Date: Apr 2007
Location: Hiram, GA
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Is there a way to preview doors in hammer?
Dumb question. Is there a way to see the way doors actually function in Hammer? I had 2 doors last night that I kept having to tweak the settings. So I would go in change a setting, do a fast build, start the game, test the door, and go back a do it again to get the right. There has to be a better way that I'm missing.
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02-15-2008, 12:05 PM | #2 |
Lua Team
Join Date: Mar 2007
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Sadly, I don't think there is. Same with lighting and lots of other things.
The best compromise is to keep ff running in a window, and use cordon compiles. That way you just have to reload a small map, and not start ff every time you want to see the effect of your changes. |
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02-15-2008, 11:15 PM | #3 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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Put -onlyents in the vbsp command line and turn off vvis and vrad. It will compile in seconds. Then you can reload the map in Source and see all the entity changes you made.
You can only change entity settings this way. Lighting, geometry and static props need a full recompile |
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02-16-2008, 12:06 AM | #4 |
Fortress Forever Staff
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Location: Baton Rouge
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do you mean the open direction settings by chance?
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02-16-2008, 03:17 AM | #5 | |
Join Date: Apr 2007
Location: Hiram, GA
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Quote:
Carl: I give the onlyent a try. That's assuming my computer will play nice and load the game and hammer at the same timw (which will save me roughly 5-6 mins per change,compile,test,change some more cycle. |
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02-16-2008, 06:07 AM | #6 |
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Join Date: Oct 2007
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Turning VRAD to off and VVIS to fast will make your compile occur in seconds, that's about as good as you'll get.
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02-16-2008, 01:23 PM | #7 |
Join Date: Apr 2007
Location: Hiram, GA
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That's what I been doing so far. I was hopeful anyway.
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02-18-2008, 07:45 PM | #8 |
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you can tell which way your doo will open in hammer. the "top x,y(i believe)" view will tell you. when you set the "move direction" of the door that little round thing with the line in it, know what i mean? if you are looking at the top view and you want the door to open to the right, then that line should point to the right. if you want it to move down(according to the top view) then the line should be pointing down towards you.
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02-19-2008, 01:52 AM | #9 |
Join Date: Apr 2007
Location: Hiram, GA
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That much I know. It was more along the line of how far it's going to move. I pretty much got them now and have pre-fabbed them so I just add them as I need. Maybe I'll even release them once I get them just a bit more perfect. Anyone actually need jailhouse doors?
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02-19-2008, 03:12 AM | #10 |
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the door should move the width of the door, unless you have a "lip" or whatever the setting is. i always leave a lip, but thats just me.
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02-19-2008, 11:11 AM | #11 |
Join Date: Apr 2007
Location: Hiram, GA
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It's a prop based door and has a large negative lip.
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02-20-2008, 08:58 PM | #12 |
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never hurts to have a prefab...release it when you have it right.
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02-20-2008, 11:27 PM | #13 |
Join Date: Apr 2007
Location: Hiram, GA
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Will do
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