Perfect Ceiling Height
DooM_Space_Marine
Join Date: 2002-12-12 Member: 10670Members
Join Date: 2002-12-12 Member: 10670Members
Comments
I compile a lot to see how stuff looks. VHE doesn't give a very good preview of a map's aesthetics.
The main problem is getting DOORS to look right, especially the kind that open and close before the player... I spent 3 or 4 compiles just getting a door to look properly proportioned.
If compiling takes too long for the whole map, isolate sections of the map and use VisGroups and only compile/export the visible brushes/entities.
Seems like kinda a waste, but you could build an box over the corridor. When Peeping Onos jumps, he sees the inside of said box and not the rest of the map.
On the other hands:
1) I don't think that you can see people when you are in the wrong side of a brush in the half-life engine. So it wouldn't matter if the Onos could look around, he'd only see the areas, not the stuff there.
2) It seems kinda silly to add extra brushes just to handle this one situation.
I'll try to find the command line that makes HLCSG use the NS hullfile.
Thanks.