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Add media Report RSS Cliffs in Half Life (view original)
Cliffs in Half Life
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jackar
jackar

(buried)

one suggestion how to fix the problems... use source

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Centaur1um
Centaur1um

**** off would you jojo? Why must you say that every time you see something made in GS. IMO, seeing a map done in GS is much more impressive than Source.

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supra36
supra36

Faces dissapear because you`re clipping those solids many times. Goldsource engine is gentle for every limit, error etc... you`re almost exceeding face limit, that`s why they dissapear, even if there`s no errors like "Invalid solid structure".

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zerocreatorz
zerocreatorz

Also one little trick to bring the vis speeds down is make sure theres a 1 block gap between the cliff itself and the floor its not noticable unless you go looking for it if done correctly also do what Morshu says he has the right idea. This is one of the main problems a Gold Source mapper always gets with an old limited engine, but I will never use new source its way too fiddly, you need a whole team just to get one map done effeciently

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pupkin
pupkin

You don't have a clue...

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Description

This is how the triangle terrain looks if it's used for cliffs.
But ti's some dangerous work:
1. It compiles a long time.
2. From some places some of the faces disappear.
In this map there are no grouped objects, and no brush based entities. I'm going to compile the map again after I turn the cliffs into func_wall.
If you think there is a better way or you have suggestions, tell me in the comment section below.

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