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                         I wonder how much longer it has to go.
  I wonder how much longer it has to go. 
                                
                
             
                                
                
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            haymaker said:I would have gone with, "You will remember to wash your hands before you eat anything?", but to each his own.
yes strangely enough all that shit is possible...if you like I can try and dig up some old vmfs where Ive done things like that...
Another thing to watch is info_overlay fades, when you start using them ( carpets, artwork ) set the fades aggresively and adjust to minimum standards.
And, in the words of Jeff Goldblum / David Levinson: You really think you can fly that thing?
 
                                
                
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                         , for one, its one big giant killbox, about 1480 units wide, and 16000 units long, and probably 3000 units high.
 , for one, its one big giant killbox, about 1480 units wide, and 16000 units long, and probably 3000 units high. 
                                
                
             
                                
                
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                         But I was able to put in a bit of time tonight.
  But I was able to put in a bit of time tonight. 
                                
                
             
                                     
                                
                
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            eukos said:Hey eukos, Welcome!
I've been tracking this thread for a while now and I'm really impressed!
Can't wait to see more

 
                                             
                                
                
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                                 omegaslayer
                            omegaslayer
            
                        Wild Card said:Func_detail is nothing too special. To the compiler it is essentially still part of the world, however it wont split faces, block vis, or chop vis portals. Other than that you can treat it as a regular brush (and it still counts towards the MAX_MAP_BRUSHES limit). You can also achieve the same effect by turning the geometry into a displacement surface. Which I recommend doing if you have "thick" pipes (instead of cylinders).
Question: I finally opened up some of my old RMF files (It impressed me the work I had!) I noticed I had a lot of brushes as func_wall which from reading on VDC is legacy and has been replaced by func_detail and func_brush. But I cant really get a clear difference in when to use a func_detail versus a func_brush, or advantages and disadvantages of either.
 
                                
                
             
                                
                
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                        ** Executing...
** Command: "i:\steam\steamapps\wildcard832\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "i:\steam\steamapps\wildcard832\half-life 2\hl2" "C:\Users\Nicolas\Desktop\Titanic\Titanic.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
6 threads
materialPath: i:\steam\steamapps\wildcard832\half-life 2\hl2\materials
Loading C:\Users\Nicolas\Desktop\Titanic\Titanic.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in i:\steam\steamapps\wildcard832\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 114 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (7)
writing C:\Users\Nicolas\Desktop\Titanic\Titanic.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (2696810 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12775 texinfos to 6776
Reduced 26 texdatas to 21 (624 bytes to 446)
Writing C:\Users\Nicolas\Desktop\Titanic\Titanic.bsp
16 seconds elapsed
** Executing...
** Command: "i:\steam\steamapps\wildcard832\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "i:\steam\steamapps\wildcard832\half-life 2\hl2" -fast "C:\Users\Nicolas\Desktop\Titanic\Titanic"
Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
6 threads
reading c:\users\nicolas\desktop\titanic\Titanic.bsp
reading c:\users\nicolas\desktop\titanic\Titanic.prt
5118 portalclusters
13145 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 2272468 visible clusters (0.00%)
Total clusters visible: 12931836
Average clusters visible: 2526
Building PAS...
Average clusters audible: 4901
visdatasize:5626070  compressed from 6551040
writing c:\users\nicolas\desktop\titanic\Titanic.bsp
7 seconds elapsed
** Executing...
** Command: "i:\steam\steamapps\wildcard832\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters:  -game "i:\steam\steamapps\wildcard832\half-life 2\hl2" -noextra "C:\Users\Nicolas\Desktop\Titanic\Titanic"
Valve Software - vrad.exe SSE (Sep 15 2011)
      Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\nicolas\desktop\titanic\Titanic.bsp
Setting up ray-trace acceleration structure... Done (5.82 seconds)
26685 faces
8 degenerate faces
1812435 square feet [260990704.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
26677 patches before subdivision
zero area child patch
240973 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (124)
transfers 29376037, max 1994
transfer lists: 224.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1143 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (37)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes               7233/8192        86796/98304    (88.3%) VERY FULL!
brushsides           47852/65536      382816/524288   (73.0%)
planes               11102/65536      222040/1310720  (16.9%)
vertexes             40608/65536      487296/786432   (62.0%)
nodes                10574/65536      338368/2097152  (16.1%)
texinfos              6776/12288      487872/884736   (55.1%)
texdata                 21/2048          672/65536    ( 1.0%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                26685/65536     1494360/3670016  (40.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            18803/65536     1052968/3670016  (28.7%)
leaves               10576/65536      338432/2097152  (16.1%)
leaffaces            33831/65536       67662/131072   (51.6%)
leafbrushes          13462/65536       26924/131072   (20.5%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           208836/512000     835344/2048000  (40.8%)
edges               125808/256000     503232/1024000  (49.1%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2853/32768       28530/327680   ( 8.7%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         60000/65536      120000/131072   (91.6%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     8410340/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     5626070/16777216 (33.5%)
entdata               [variable]         339/393216   ( 0.1%)
LDR ambient table    10576/65536       42304/262144   (16.1%)
HDR ambient table    10576/65536       42304/262144   (16.1%)
LDR leaf ambient      5118/65536      143304/1835008  ( 7.8%)
HDR leaf ambient     10576/65536      296128/1835008  (16.1%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      212435/0        ( 0.0%)
physics               [variable]     2696810/4194304  (64.3%)
physics terrain       [variable]           2/1048576  ( 0.0%)
Level flags = 0
Total triangle count: 79432
Writing c:\users\nicolas\desktop\titanic\Titanic.bsp
2 minutes, 59 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Nicolas\Desktop\Titanic\Titanic.bsp" "i:\steam\steamapps\wildcard832\half-life 2\hl2\maps\Titanic.bsp" 
                                
                
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                         Even re-create from scratch doesnt work.
  Even re-create from scratch doesnt work.
                                     
                                
                
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                        Sector......Faces....Degenerates......Waterindices
up..........10928....3................24321 (37.1%)
dn..........19922....1................stack overflow
1-14........14469....8................30282 (46.2%)
15-28.......24041....2................stack overflow
1 up........102......0................60 (0.1%)
2 up........108......0................60 (0.1%)
3 up........108......0................81 (0.1%)
4 up........168......0................114 (0.2%)
5 up........98.......0................90 (0.1%)
6 up........249......0................411 (0.6%)
7 up........1163.....1................2043 (3.1%)
8 up........740......0................981 (1.5%)
9 up........1050.....0................1842 (2.8%)
10 up.......1727.....0................4662 (7.1%)
11 up.......2152.....2................5298 (8.1%)
12 up.......460......0................693 (1.1%)
13 up.......519......0................942 (1.4%)
14 up.......408......0................513 (0.8%)
15 up.......569......0................675 (1.0%)
16 up.......632......0................702 (1.1%)
17 up.......669......1................1107 (1.7%)
18 up.......1008.....0................3957 (6.0%)
19 up.......550......0................708 (1.1%)
20 up.......480......0................534 (0.8%)
21 up.......850......0................1245 (1.9%)
22 up.......261......0................507 (0.8%)
23 up.......165......0................81 (0.1%)
24 up.......97.......0................99 (0.1%)
25 up.......111......0................102 (0.2%)
26 up.......107......0................75....(0.1%)
27 up.......115......0................102 (0.2%)
28 up.......99.......0................72 (0.1%)
1 dn........35.......0................0 (0.0%)
2 dn........457......0................450 (0.7%)
3 dn........1622.....0................2265 (3.5%)
4 dn........2742.....0................5037 (7.7%)
5 dn........835......0................1278 (2.0%)
6 dn........1607.....0................3558 (5.4%)
7 dn........2178.....1................4896 (7.5%)
8 dn........1170.....0................2052 (3.1%)
9 dn........1722.....0................3708 (5.7%)
10 dn.......3808.....0................6153 (9.4%)
11 dn.......2712.....0................3858 (5.9%)
12 dn.......1222.....0................2709 (4.1%)
13 dn.......1663.....0................3876 (5.9%)
14 dn.......1636.....0................3456 (5.3%)
15 dn.......1544.....0................2817 (4.3%)
16 dn.......1815.....0................3138 (4.8%)
17 dn.......1531.....0................2403 (3.7%)
18 dn.......1811.....0................2373 (3.6%)
19 dn.......1638.....0................3072 (4.7%)
20 dn.......1855.....0................3732 (5.7%)
21 dn.......3118.....0................6051 (9.2%)
22 dn.......2288.....0................5607 (8.6%)
23 dn.......3723.....0................6960 (10.6%)
24 dn.......1612.....0................2925 (4.5%)
25 dn.......2516.....0................4473 (6.8%)
26 dn.......1359.....2................2133 (3.3%)
27 dn.......439......0................558 (0.9%)
28 dn.......188......0................144 (0.2%) 
                                
                
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                                 gtamike_TSGK
                            gtamike_TSGK
            
                        Wild Card said:Few easy to use .bat files here. (drag and drop .vmf on .bat for model conversion)
I got a fairly good definition from the Steam forums and it seems the best solution might be to use Propper (as was mentioned back on page 1) (see http://forums.steampowered.com/forums/showthread.php?t=2571136)
Has anyone used Propper before and could give me a hand. I've got it setup in VHE but Im a little unclear as to how exactly to work it. Am I supposed to create a new VMF file with only the model, compile that, and then add it to my Titanic VMF map? I tried compiling my Titanic map with the propper_model entities in but they all disappeared in HL2.
 
                                
                
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                        I:\Steam\steamapps\\sourcesdk\bin\source2009\bin\propper.exe
I:\Steam\steamapps\\sourcesdk\bin\source2009\propper.exe
C:\Windows\SysWOW64\propper.exe
C:\Windows\system\propper.exe
C:\Windows\propper.exe
I:\Steam\propper.exe
C:\Program Files\Common Files\Microsoft Shared\Windows Live\propper.exe
C:\Program Files (x86)\Common Files\microsoft shared\Windows Live\propper.exe
C:\Windows\SysWOW64\propper.exe
C:\Windows\propper.exe
C:\Windows\SysWOW64\wbem\propper.exe
C:\Windows\SysWOW64\WindowsPowerShell\v1.0\propper.exe
C:\Program Files (x86)\Windows Live\Shared\propper.exe
C:\Program Files (x86)\ATI Technologies\ATI.ACE\Core-Static\propper.exe
C:\Program Files\Diskeeper Corporation\Diskeeper\propper.exe
C:\Program Files (x86)\Nmap\propper.exe 
                                
                
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