[*] 1.) The end of walls in door ways I see have these outer bevels(triangle molding sicking out thingies) I don't know if you noticed it, but it cuts the floor bad and really adds up when nearly every room transition has theese.
The fix? Make the bevels separate brushes and tie them to a func_wall so they don't cut up the floor.
[*] 2.) Alternatively you can add small floor brushes in line with the walls to help stop the floor from being cut up so many different ways. Plus is you will need something there if the bevels are made in to func_walls
[*] 3.) You have more of those beveled walls.. see 1 and 2 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I to would recommend changing the beveled walls (although this is probably long past fixed); but changing them to func_walls probably wont work very well, since seeing a func_wall means it also needs to render leaf the func_wall goes through (which is why you never want a func_wall to bend around a corner).
...unless zhlt fixed this in some way I've never heard of.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> i found this on dodmod.com forum map. <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Use func_wall instead of CLIP if you want it to block bullets.
Render mode: Additive Render ammount: 0
This means the func_wall will not add to r_speeds (do a test map with just a skybox). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <a href='http://www.dayofdefeat.net/forums/showthread.php?threadid=917&highlight=limit+wpoly' target='_blank'>http://www.dayofdefeat.net/forums/showthre...ght=limit+wpoly</a>
Comments
[*] 1.) The end of walls in door ways I see have these outer bevels(triangle molding sicking out thingies) I don't know if you noticed it, but it cuts the floor bad and really adds up when nearly every room transition has theese.
The fix? Make the bevels separate brushes and tie them to a func_wall so they don't cut up the floor.
[*] 2.) Alternatively you can add small floor brushes in line with the walls to help stop the floor from being cut up so many different ways. Plus is you will need something there if the bevels are made in to func_walls
[*] 3.) You have more of those beveled walls.. see 1 and 2 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I to would recommend changing the beveled walls (although this is probably long past fixed); but changing them to func_walls probably wont work very well, since seeing a func_wall means it also needs to render leaf the func_wall goes through (which is why you never want a func_wall to bend around a corner).
...unless zhlt fixed this in some way I've never heard of.
i found this on dodmod.com forum map.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Use func_wall instead of CLIP if you want it to block bullets.
Render mode: Additive
Render ammount: 0
This means the func_wall will not add to r_speeds (do a test map with just a skybox).
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<a href='http://www.dayofdefeat.net/forums/showthread.php?threadid=917&highlight=limit+wpoly' target='_blank'>http://www.dayofdefeat.net/forums/showthre...ght=limit+wpoly</a>