HL2DM has an actual use of Source's phycis system.
Unlike CS:S, you can have a bunch of physical objects and on a good server it will run just fine.
That and ladders. CS:S's ladders beat out HL2DM's.
I don't have too many open wide areas. My map isn't totaly compleat...(Edit) NM...your email was already on here....ok, check your e-mail...i'm sending it now! :) (and it's going to be a rar, since its too big to e-mail otherwise)
Question.... by doing these things with area portles.....would that possibly help with world rendering? My map seems to suddenly not be able to get higher than 50 fps and world rendering is the one with the highest peak time.
thats super weird though.... I hadn't touched my displacments for a wile now. And there aren't many and they aren't extreme. Its just some unlevel grass. The last thing I did was add my elevator trap, but that has no physics in it at all. Its a funk_train. And when I tested it wile making the...
Not really that many...thats the thing. I mean... I could count it up in my head pretty fast.....here watch me!... .. . .... .... .. .... yeah...about 15 prop_physics. Thats not that much huh? I thought it could have been because of this vent I tryed putting in, I think it went into the wall...
Ok, I've just suddenly gotten this problem and I'm not sure what is doing it. When I run my map. It has 0FPS. I can see in the compile log what dosn't look right, but I'm not sure what it means. I have to have done something in the map that it really didn't like. Here's the part of the compile I...
Seiously....try compileing your map with VVIS off. You probably have some major problems with it that you're going to have to look at the compile log to see the dammage. And what Mess and everyone else is saying is right. Your computer says Hammer isn't responding...but thats only because...
I'm pretty sure what you have to do is copy the coardnets that it says on the compile, put them into hammer (the option is under View) then delete the offending micro brushs. I think you get those from doing vertex movements that the system dosn't quite like.
EDIT Actually....you can use...
How big is your map? And how are you trying to compile it? If anything turn VVIS off, if your just wanting to be able to run through your map ok without it being fully compiled. If I compile with VVIS off...20 minutes....VVIS on and everything ready for a full compile....day and a half.
Get...
Hey! are you the guy that made dm_tribute? Becaues it looks exactly friggn' the same. I kindda figure you are...because that is the same backround and everything. I must say, You know how to use your displacement maps. You've got a really good style to your maps. Keep em' comming.
OK.....help again guys. I've got my elevator going pretty good now...I just have a problem with the speed. I have just the two path_tracks and it goes donw and up and stops at the top no problem now. All I need is for it to change its speed after it hits the bottom path_track. I've got it set to...
Ok...I want conformation...is what Ginkster said right? I don't want to screw my self over on this. If I'm going to back up stuff I'm going to start now, but if I don't have to back this stuff up I'm sure as hell not gonna.
You can edit later....all you have to do is ungroup. You do need to watch out with using carve too much though. It can make things very complex when they need not be. And that'll punch your frame rates in the groin.