Source SDK Tutorial - Optimizing

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3kliksphilip

3kliksphilip

Күн бұрын

func_areaportal and hint / skip textures explained in this tutorial. Probably the most difficult tutorial for me to make to date, I've been at it for over 7 hours today.
Download the vmf here: www.mediafire.c...
Check out my channels:
● 3kliksphilip: / 3kliksphilip
● 2kliksphilip: / 2kliksphilip
● kliksphilip: / kliksphilip
Other information you might like:
● Website: 3kliksphilip.com
● Twitter: / 3kliksphilip
● PC Specs: Intel 6300 @ 2.6 Ghz, 8 GB RAM, Radeon 4850 512 MB.

Пікірлер: 427
@Bladeclone
@Bladeclone 10 жыл бұрын
0:37 The desktop of a madman.
@MrAuro
@MrAuro 8 жыл бұрын
+Bladeclone -- I had to make a Maps file so that wont happen, the lin, bsp, vmf, and more..
@Tani_D
@Tani_D 7 жыл бұрын
Bladeclon
@Architector_4
@Architector_4 6 жыл бұрын
I took a screenshot of it: gyazo.com/8ed8ef2041366abccd47a1cbd305648a Big part of it are sound files and .sfk files(which, as far as I know, are Sony Vegas files).
@donsknots6510
@donsknots6510 6 жыл бұрын
looks like my mothers desktop
@milkywayish9315
@milkywayish9315 5 жыл бұрын
@@Architector_4 "Jizz in my pants"
@Headcrabman9999
@Headcrabman9999 10 жыл бұрын
Probably the most helpful tutorial for optimization I've seen. Now I ACTUALLY understand how to use hints and areaportals instead of spamming them dumbly.
@MrGermandeutsch
@MrGermandeutsch 5 жыл бұрын
Even after so many years, I always come back to this.
@badhaloninja
@badhaloninja 4 жыл бұрын
Hello there
@Antek1234l
@Antek1234l 4 жыл бұрын
Future
@Ultra289
@Ultra289 3 жыл бұрын
I always show this to unexperienced mappers And sometimes to valve on Twitter...
@MrGermandeutsch
@MrGermandeutsch 3 жыл бұрын
@@badhaloninja oop-
@MrGermandeutsch
@MrGermandeutsch 3 жыл бұрын
@@Ultra289 lmaooooo
@CoolDudeClem
@CoolDudeClem 11 жыл бұрын
So THAT's what those hint things do! I had a look inside some of Valve's Portal 2 maps and couldn't figure out why they were there, I literally thought it was something to give the player a hint on how to play or something like that, no wonder it didn't seem to make any sense.
@Antek1234l
@Antek1234l 4 жыл бұрын
I also thinked that works like instructorhint
@Sliphantom
@Sliphantom 9 жыл бұрын
TREES? WHY DOES IT ALWAYS HAVE TO BE TREES!
@user-qx7tm5df8j
@user-qx7tm5df8j 8 жыл бұрын
GFYS AHOLE
@Sliphantom
@Sliphantom 8 жыл бұрын
Drama Stuhl someone didn't get the reference
@user-qx7tm5df8j
@user-qx7tm5df8j 8 жыл бұрын
Sliphantom you actually think im serious
@Sliphantom
@Sliphantom 8 жыл бұрын
Drama Stuhl You wouldn't believe the stupid shit people will say while being totally serious.
@thefoolishgmodcube2644
@thefoolishgmodcube2644 7 жыл бұрын
NOT THE TREES!
@0Blueaura
@0Blueaura 10 жыл бұрын
Going back over and over again to learn such "simple" things, thanks Philip
@unfa00
@unfa00 5 ай бұрын
It's awesome to see how far Kliksphillip has come!
@stoneybalogne4821
@stoneybalogne4821 Жыл бұрын
I know this video is over a decade old but I will never stop appreciating the areaportal tool texture zooming in at 3:50 like it's going to come out of my screen and snatch me like it does all the props around the corners.
@endles1322
@endles1322 4 ай бұрын
This tutorial is not even pure gold, it's pure, polished platinum
@Kkcomics
@Kkcomics 15 жыл бұрын
Looks like a func_train
@z1pline487
@z1pline487 3 жыл бұрын
this is the oldest comment ive seen
@luaking84
@luaking84 7 жыл бұрын
Nice! I liked the func_treetrain at the end there.
@PublicServiceAnnouncement
@PublicServiceAnnouncement 10 жыл бұрын
Guys, if your areaportal isn't working, load a pointfile, under Map > Load Pointfile. It will point out exactly where your areaportals are leaking from: where you have to place the areaportal/have to extend the areaportal to fill the gap.
@Deux-ex-machina
@Deux-ex-machina 9 жыл бұрын
Gamzee Makara thanks, I had exactly that problem and thanks to you I could fix
@user-it6jd1sb6k
@user-it6jd1sb6k 10 жыл бұрын
Searched for hint/skip usage a little bit. I didnt understand it from other youtubers (they show examples but not how it works). Nice explaining now I understand!
@SidewaysEscalator
@SidewaysEscalator 15 жыл бұрын
You should have talked about the nodraw texture a lot of people don't understand it (or don't know about it) and it is very useful. I'm glad you made this, it'll help me make my level run so much smoother.
@SnabGaming
@SnabGaming 10 жыл бұрын
You could do an updated version of this :p
@doubled6490
@doubled6490 9 жыл бұрын
+Martjin .Ishøj why?
@Captain0Terror
@Captain0Terror 12 жыл бұрын
Best, most concise description for source mapping i've seen :o
@ArcadeFL
@ArcadeFL 15 жыл бұрын
that three was best :D
@patrickkloiber741
@patrickkloiber741 4 жыл бұрын
h
@Fejszi
@Fejszi 3 жыл бұрын
Arcade? You? Here? wat? i didn't know that you played Counter-Strike
@KennyThaKoala
@KennyThaKoala 8 жыл бұрын
Will you please update this video philip?
@dildodickgollum
@dildodickgollum 8 жыл бұрын
doesnt it still apply though?
@obi-wankenobi9871
@obi-wankenobi9871 7 жыл бұрын
dildodickgollum it does
@OddworldCrash
@OddworldCrash 10 жыл бұрын
You're really making it easy to understand for mapping-noobs like me. Thanks a lot!
@pangtundure
@pangtundure 2 жыл бұрын
Loved the tree bit 🎄
@WimpoD
@WimpoD 15 жыл бұрын
Haha, great ending. 3kliks, I've followed your videos for a long long time, used your tuts in my final year project back at uni and still using them now. Another great tut.
@amirranjbar1995
@amirranjbar1995 10 жыл бұрын
Ubisoft should learn a thing or two from you :p
@TheCatOfWarCSGO
@TheCatOfWarCSGO 9 жыл бұрын
amir ranjbar Or the guys who made Arkham Knight
@amirranjbar1995
@amirranjbar1995 9 жыл бұрын
TheCatOfWar | CS:GO Stuff lol those guys are hopeless XD nothing will make them better haha
@Gary-Eng
@Gary-Eng 5 жыл бұрын
i can just imagine a rebel about to be crushed by that tree screaming "no... No.... NOOOOOOOOOOO"
@thefanofspam
@thefanofspam 10 жыл бұрын
Thanks for the great tutorial! I now finally know how to use hint and skip, and they're actually pretty simple! :D
@gtafanattic
@gtafanattic 15 жыл бұрын
Really good and informative, well explained too. I wasn't aware of the possibility of optimization, but this has definitely been worth watching. Thanks.
@bschou
@bschou 14 жыл бұрын
Thank you. This explained the optimization tools in a very easy to understand tutorial. I never quite understood if from just reading the tutorials but this made it very clear. Appreciate the upload and effort went into making the vid. cheers
@Dosycool1
@Dosycool1 15 жыл бұрын
"The Killer Tree" Coming this Summer.... Nice tutorial by the way :D
@Wokkelp
@Wokkelp 15 жыл бұрын
Optimization is not the only thing that is useful, this video is too. Rated 5
@DavidMcGuireRaceVids
@DavidMcGuireRaceVids 14 жыл бұрын
One thing people need to realize is that they have to have optimization in mind when designing the whole layout of the map. I think people should start out trying to make maps for cs 1.6, because a lot of people playing that will have slower computers, optimization is a lot more important, and the core design of the map needs to be made with an idea of how vis works. I've learned a lot about optimization making a few cs 1.6 maps. I wish goldsrc had area portals! It would be so helpful!
@ComputersAreRealCool
@ComputersAreRealCool 10 жыл бұрын
how did you do that tree? Surely when it broke the top part of the door it broke the area portal thingy? Great tutorial by the way, it was really helpful.
@031000ron1
@031000ron1 9 жыл бұрын
ComputersAreRealCool I'm guessing it did, however, I don't think it slowed his map down that much or at all.
@Avenger460
@Avenger460 9 жыл бұрын
+031000ron1 it did break the portal since theres an extra space not portal'd and he made a func_ somewhere when he reached that place the tree moves automatically and kill him , so easy to do it
@Niker107
@Niker107 9 жыл бұрын
+ComputersAreRealCool The top of the door is not a part of the world geometry. It's an entity that breaks into pieces when the tree moves into it. Areaportals only care about sealing off world geometry, they "don't see" entities. So, Philip just extended the areaportal to the top of the ceiling, ignoring the top part of the door.
@XKDUBSTEP
@XKDUBSTEP 11 жыл бұрын
I love your videos, they're entertaining to watch even though I haven't used hammer in over a year.
@LmaonadeUK
@LmaonadeUK 15 жыл бұрын
Brilliant tutorial, I think this may be why my map was messing up, I had no Optimization at all, so as I'm looking up at the whole tower everything inside it is being rendered. Will be trying this out now.
@shadesoftime
@shadesoftime 2 жыл бұрын
Show this tutorial to authors of gmod workshop maps
@VisceralSoul
@VisceralSoul 15 жыл бұрын
wow... I'm gob-smacked, you just made the difficult things easier. EXCELLENT Tutorial, you are god of hammer tutorials, seriously, lots of people reccomend you for mapping tutorials.
@ZooL_Smith
@ZooL_Smith 11 жыл бұрын
how can i do this on a HUGE map, which haven't brushes like your ? (only a skybox and a lot of displacement, 25% are brushes)
@google61yt
@google61yt 6 жыл бұрын
Zool Smith Oh hi! :D WhEn CLaSsiC oFfeNsIvE wIlL bE oN sTeAm? :D
@starcachehq
@starcachehq 13 жыл бұрын
@3kliksphilip Love your tutorials. Little addition to this comment - If you're mapping for other-than cs:s, you can use func_illusionary to achieve the same effect.
@Beardactal
@Beardactal 14 жыл бұрын
I think the way he made that tree kill him is by parenting that tree to a trigger_hurt entity. Then he creates a func_tanktrain and parents that to both of the other entities.
@Dajan456
@Dajan456 8 жыл бұрын
if i have a surf map where ther are many blocks but no closed rooms is it good to make everything funk_detail?
@BigBang1112tm
@BigBang1112tm 7 жыл бұрын
yes
@nikosyv
@nikosyv 15 жыл бұрын
great that you are finally making tutorials again :D nice tree by the way.. (;
@2Fluttershy
@2Fluttershy 11 жыл бұрын
1)Prop_static, select tree model, name the prop 2)Put Func_tanktrain brush with nodraw texture inside Prop_static 3)Make two path_track(s) and name them (path1, path2) 4)Make the First stop target in Func_tanktrain named path1, go to flags and flag this things (No User Control, Fixed Operation, Is unblockable by player) 5)Put the path_track named path1 where you want your tree come from :3, and do next thing inside it (operation type No change).
@WtFCBermudaCake
@WtFCBermudaCake 15 жыл бұрын
Thanks for this, I always find your videos entertaining and helpful! Quick question, though: If I optimize by hand, do I need to set VIS to normal, or will fast do?
@nanutek
@nanutek 15 жыл бұрын
So much thanks :) You explain very well how the Source engine works, and now i understand how to optimizating my maps. I'll take care of that tree later :P
@caseytubes
@caseytubes 14 жыл бұрын
@3kliksphilip I think he means put the hint block in a wall so that nothing on the other side is rendered, like if you have a wall infront of you, and you want to not render anything on the side.
@2Fluttershy
@2Fluttershy 11 жыл бұрын
6)Make a trigger_hurt and trigger_once 7)Name the trigger_hurt and parent it to Func_tanktrain(if it possible :3) 8)Go inside trigger_once properties and go to output(s) and do this: OnStartTouch *your func_tanktrain name* StartForward 0.00 9)Put it inside your map and have fun with tree :P
@jammerthegreat
@jammerthegreat 15 жыл бұрын
Hi thar i need your help once again. I'm making a map with 2 different sections. These are both connected througha tunnel problem is 1 section i want foggy and the other section i dont want it to be foggy. Is there anyway of doing this like maybe a huge brush or a special entity?
@j.37
@j.37 3 жыл бұрын
Somehow the algorithm got me here
@RedX3010
@RedX3010 8 жыл бұрын
This was way more useful than it looked like :d
@AndvarYT
@AndvarYT 14 жыл бұрын
This video has scarred my for life. I have cut down the tress in my yard and will be terrorified of any others I see.
@acrilyk4672
@acrilyk4672 4 жыл бұрын
Do Hintskips have to cover the entire area? Like make the covered space airtight? Or are they somewhat like occluders, as in they don't care?
@LambdaHidden
@LambdaHidden 8 жыл бұрын
Is it ok if i follow the grid on the 8 unit scale? By the way, i'm making a large map (9196 x 4144 units). Also, it's a good idea to turn small world brushes that aren't supposed to split visleafs into func_detail.
@thebloodminister988
@thebloodminister988 3 жыл бұрын
yay a very useful video in my suggestions today :)
@CookieAsArrow
@CookieAsArrow 9 жыл бұрын
How high do they need to be in a open skybox level? they fell useless when i need to bring them to maximum hight, because you can just see them from everywere.
@DaManWitDaPower
@DaManWitDaPower 15 жыл бұрын
Very helpful! Thank god you spent 7 hours on it!
@oddnonymousgaming
@oddnonymousgaming 7 жыл бұрын
Do the "Doorways" have to be empty or can I have actual doors or windows within the area portal so long as its touching the outside/inside of the "doorway"???
@jammerthegreat
@jammerthegreat 15 жыл бұрын
Yrh say if you had a 2 buildings what where different heights and parts of them stuck out more what would i do then ? :3
@ValerianAndStuff
@ValerianAndStuff 3 жыл бұрын
wow your voice has changed drastically
@CrashingThunder
@CrashingThunder 15 жыл бұрын
Great tutorial and I'll keep an eye out for trees, thanks!
@alecom
@alecom 15 жыл бұрын
that tree was awesome :D nice tut
@Alexander-gv6oh
@Alexander-gv6oh 10 жыл бұрын
How about fading models out smoothly with fog? First of all, is it a bad idea to begin with? I am making a large indoor level taking place in an old creepy mansion. I have so far come a significant way on the project and I was thinking that adding fog might add to that creepy feel, -- while mixed with model fading, work as a form of optimization aswell --. So I need the "Start Fade Pixels" and "End Fade Pixels" in the Map Properties explained more thoroughly. I currently have them correspond with the values of the properties that has the same names in the fog controller. But all that leaves me with are invisible props that unfittingly fades in when I come up about 1 meter from them. Is there a quick way for you to explain these "fade" values to me?
@xpLict134
@xpLict134 15 жыл бұрын
Thanks for the tutorial. Great tutorial like always, and I was wondering what those textures do =P
@TriWaZe
@TriWaZe 9 жыл бұрын
So my question is when I decompile a map, in this instance Nuke as Im trying to make changes to it that benefit the t side using BSPSRC. When I go in game the spots where there are areaportals, everything behind them disappear and all I can see is sky. I tried to delete all of them and then I got portalnum > numareaportals. How could I fix this?
@TriWaZe
@TriWaZe 9 жыл бұрын
I unchecked reallocated areaportals and rebuild areaportals in the visgroups and it seems to be working now.
@josiahct
@josiahct 15 жыл бұрын
LOL at the tree really nice tut there phill i think it's the best one yet AND... ...i could understand it! :D that must have taken you ages too get it all understanderbul? anyway good job can't wait 4 da next one :D biggist fan...you know who :P
@Remi749
@Remi749 15 жыл бұрын
Great tutorial once again, and this is something I didn't know! :D I love the tree part at the end, you used trigger for the breakable debris/brushes and trigger for sound right and moving_pane or what it's called? Or am I wrong?
@caseytubes
@caseytubes 15 жыл бұрын
nice ending. didnt expect that
@Gabezen101
@Gabezen101 13 жыл бұрын
If your maps not nice and tidy 3kliksphilip will map your face in the middle of the night.
@AnimationStationS
@AnimationStationS 14 жыл бұрын
Have fun, and watch out for trees!
@zolika1351
@zolika1351 8 жыл бұрын
What happens if you block the tree? Since you control the world anyway
@Bozebo
@Bozebo 15 жыл бұрын
to continue... with ideal client and server conditions, if the map is badly optimised (but still runs at 1000 fps server side and 100 fps client side) the hit reg will still suffer, the reasons behind it are highly confusing. But one suggestion is that every time a player changes visgroups the server and client have to do a lot of recalculations which mean - for a split second - the frame rate drops. The most important factor is the constant frame rate 500 is just as good as 1k if it is solid.
@dos785
@dos785 8 жыл бұрын
think you have this wrong i think the hint works by giving the computer something to do optimizion from without it needing to find out where to put them itself so it will load in what it thinks your seeing not by where the hint is
@andrewpozenel2931
@andrewpozenel2931 8 жыл бұрын
+3kliksphilip How did you make that "cutscene" at the end when tree moves in, crashes the upper door-wall and move on?
@CeretPenyok
@CeretPenyok 10 жыл бұрын
i've watch your videos, its really helpful, and quite funny with the trees. :D
@mrfcukmylife
@mrfcukmylife 12 жыл бұрын
have fun and watch out for trees!
@adood101
@adood101 15 жыл бұрын
Pretty cool. Didn't know that... I'll most likely use this in my map. I mapped out my home.
@doomayam
@doomayam 15 жыл бұрын
Oh okay. I ended up deleting it but I will try to put another one in there. I was really just wondering why it wouldn't already have been set to that when I just opened the map and never even touched that portal. Great tutorial, btw.
@dexjester
@dexjester 15 жыл бұрын
I was glad you stressed the cleanness of level's using the grid system. It took me a long frustrating time to figure that out. The only problem I have is clipping or resizing object that becomes off grid, I try to use snap 2 grid but it doesn't always work on angles?? Any suggestions.
@NeoXF
@NeoXF 15 жыл бұрын
You could have also mentioned about nodraw-ing all of the stuff you won't normally or ever see in your levels, like high roofs or background backwalls... BUT, 1. this is a fantastic video/tutorial, as always; and 2. optimisation is a big thing, surely you will do a follow up at some point. :)
@Fluzoo
@Fluzoo 9 жыл бұрын
hopefully you read this. I'm working on a really huge surf map for cs:go. The problem is, that I can not render the map now... I was able to render the map with fast settings but the water bugged. So I've finished the map and I wanted to compile the map with normal settings. If I do so, the compile process stucks on PortalVis for hours. I compiled 20 hours without process. so I've tried to make the map as optimized as possible. the Problem is I cant really use the hints and area portals because the map is very "open". you can almost see the whole map all the time. so I've tried to make almost everything a "func_detail" and now I cant even compile on fast settings (before it worked in around 10 Minutes). After all the hours I've spend, I dont know what to do. please help :(
@akianaray651
@akianaray651 8 жыл бұрын
I know that this comment is old but you probably have a leak.
@Fluzoo
@Fluzoo 8 жыл бұрын
+Executed thanks for the reply. I dont know. I guess its a problem with the lightning... I couldnt fix it till now sadly
@Bozebo
@Bozebo 15 жыл бұрын
oi, it's also about the server side performance and hit registration. for ideal reg both the client fps and the server tick need to be at exactly 100 (or 101) fps. with cmd and update rates at 100 (101) on the client and rate 25000 or 30000 (depnding on how much data needs to be sent, its rarely over even 20000 in intense areas but we dont want choking when it would be) again, the server needs to be over 500fps. but the most crucial thing is correct map optomisation
@Aaronmiles2
@Aaronmiles2 15 жыл бұрын
Your tree made me laugh a LOT. You're awesome.
@konata1810
@konata1810 5 жыл бұрын
1:05 Hey, that looks like my map
@InfamousCast
@InfamousCast 13 жыл бұрын
@hummer4200 On the camera viewport (default top left) if you hover over the top left corner, there should be text appear saying "Camera". Click on that and you should get a list popup. Click on 3D Textured to see the textures, or Shaded Textured Polygons for slight lighting. Hope this helped! :)
@Evaldas256
@Evaldas256 15 жыл бұрын
Oh and in the demo smoother,when you fly in a place that the player ain't there,will the objects still be where you are flying,because ive seen on cs_italy in a door way it was cliping when in drive mode,so i guess not?
@EhBoing
@EhBoing 8 жыл бұрын
So does the hint skip technique need to be closed like the area portal or is it fine the way it is?
@Johnny1nOnly
@Johnny1nOnly 14 жыл бұрын
could you do a tutorial on how to make a wall break into pieces like what you showed with the tree?
@Nallieheai
@Nallieheai 8 жыл бұрын
Do the skip/hints only make it so you dont render props? Or is it for normal brushes as well? (A wall or something thats made from only using the block tool)
@Nallieheai
@Nallieheai 8 жыл бұрын
Sorry if it's a stupid question, but when you say behind you mean behind it as in if i were in game looking at the invis hint brush, anything behind the hint that i can't see won't' render? Or is it behind it in hammer? Because if so i'm not entirely sure what's behind and what's infront, haha. Anyways thanks for the response!
@Nallieheai
@Nallieheai 8 жыл бұрын
Thank you! I don't mind the long comment haha, again, thanks! This makes stuff a lot easier to understand.
@dexjester
@dexjester 15 жыл бұрын
I see what your saying. I think my problems are in not using the vertex tool and creating brushes that are not within grid spaces. When creating so many and such large brushes I can't always tell without zooming in intensely weather or not the brush has been drawn on the grid. Any suggestion?
@ethosaur
@ethosaur 14 жыл бұрын
ok lets say i make a mine made outta displacements with nodraw behind them.. fully sealed by nodraw and you cant see the nodraw and there is 2 openings in each ending of the mine. is it best to have one area portal in each ending? they lead to each side of a big map. i am pretty sure this will make compile time faster and smoother gameplay too.
@Die-Coughman
@Die-Coughman 4 жыл бұрын
source 2 tutorials please(you don't need to i just find the way you explained the other stuff to be understandable and easy to grasp)
@NoVIcE_Source
@NoVIcE_Source 10 жыл бұрын
Thanks, Philip, thank you alot!!
@TheZollyz
@TheZollyz 15 жыл бұрын
em please answer, in the end the tree braked the wall, but i made a phys door whit carve and stuff so it is in small parts but it is frozen anyway when i start the map. how to i make it unfreeze when i shoot/hit the wall?
@doug4317
@doug4317 3 жыл бұрын
pretty big typo on the thumbnail
@QQjesus
@QQjesus 14 жыл бұрын
@3kliksphilip Dammit, I wish I knew this before I did a 1x1 - 8x8 map :( ... Hmm Would grouping them with func_detail help to clean up my common area? (The area where my map opens up into a huge section) :D tys for your wise knowledge :)
@Bozebo
@Bozebo 15 жыл бұрын
to continue. vvis often seems to divid up where I intend on the visleafs being. say I have a room with 2 doorways in (the geometry round the doors thinner than the walls and the geometry above the door being func_detail) and I have a skip/hint box placed right in the doorway. That room becomes 2 or more visgroups, carved along my hint texture correctly - but sub divided for NO reson inside :(. After checking, I realise that these 2 visleaves can both see the same ones - so it makes no sense.
@DameiusLameocrates
@DameiusLameocrates 15 жыл бұрын
Hey dude, I have a question. You know when you make a room and you put a door the that leads to the outside it allows the light_environment to shine light passed the door, how would you go about stopping it going through until you open the door?
@PliskinNH
@PliskinNH 14 жыл бұрын
Would there be any reason the VVIS would ignore hint/skip brushes? In optimizing I've added some hint/skips, but when I check my map on wireframe 3 it's not splitting the visleafs where I'm telling it to... I tried it compiled both fast and at normal.
@Matray2
@Matray2 14 жыл бұрын
Bloody excellent tutorial, thanks!
@L3G3nD0001
@L3G3nD0001 11 жыл бұрын
3kliksphilip, is it possible that you could add a hint texture on the other side of the skip brush? I.e. for multiplayer maps demonstration purposes.
@valyrius9556
@valyrius9556 4 жыл бұрын
Thanks,this helped me so much!
@knollyshlem2859
@knollyshlem2859 15 жыл бұрын
so, this would help speed up my compiling? mine takes a extremely long time on the part where it gets stuck
@LethalAxis
@LethalAxis 13 жыл бұрын
Philip answer me this. After i place all the neccessary hint and area portal brushes should i still compile the map with "normal"visleafs?
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