| ? posted by Gorbachev |
| DON'T LET ANY ENTITY REACH THE VOID. IT WILL KILL IT AND YOUR MAP! (Any entity reaching the void is a leak. Your map will not compile properly and WILL look like crap. Fix it, be merry!) |
what about func_water then? ![]()
| ? posted by Gorbachev |
| DON'T LET ANY ENTITY REACH THE VOID. IT WILL KILL IT AND YOUR MAP! (Any entity reaching the void is a leak. Your map will not compile properly and WILL look like crap. Fix it, be merry!) |
what about func_water then? ![]()
| ? posted by fishy | ||
what about func_water then? |
func_water included :/
if you do not have some sort of a world solid between it and the void, the result is the same,
[addsig]
nope. at least not on any compile i've ever run.
i'm not saying it works the same as a world brush and can be used to block leaks. i know it can't do that. but it can extend into the void through a normal brush without causing any problems.
| ? posted by www.snarkpit.com http:>Cash Car Star |
| Brush entites have more leeway than point entites with being in the void, as long as they aren't completely in the void. Regardless, it's a sloppy mapping practice to let this happen - not an evil or wrong one, just a sloppy one. |
what he said....![]()
Doc Brass...

| ? posted by Orpheus | ||||
func_water included :/ if you do not have some sort of a world solid between it and the void, the result is the same, |

double post ![]()


Hmm, Orph I think I know what you are saying, but its sorta wrong, and you know that too if I recall correctly.
A brush entity CAN touch the void without causing a leak, provided (I don't KNOW if this is right, but it seems reasonable) the origin of the brush is within a sealed map. This is in fact true with ALL entities as far as I am aware, I often have quite a significant portion of large scaled env_sprites or env_glows out in the void, and provided the origin is within a sealed map, there is no problem.
Orph, you kinda taught me this I think, as I was always piecing together water out of multiple brushes following the edges of the water boundaries, whereas you simply made one big brush covering the entire region.
[addsig]Duncan, that was me ![]()
anywhos' my example is from Apex, the water trap was a water brush acting like a func_door, the water actually was compiled in the void, all except about 6 inches in the bottom of the pool, but the floor of the pool was a world solid, and sealed the hole under the water from the void ..
it i confused anyone i am sorry, it seemed clear to me tho, so i didn't elaborate on it more..
again, my apologies.
[addsig]
