A Word Of Waning
Confused
Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<div class="IPBDescription">.. aaatrigger!!</div> aaatriger in your ready rooms will crash hl.
the only reason i though i should post this was chrome angel
mentioned it as an old wives tale.
it is not.
i just had this happen to my ready room after retexturing teh object (a test dropship door)
it worked fine i dont know why or how but
DO NOT USE AAATRIGGER IN YOUR READY ROOM
you have been warned and im going to bed
the only reason i though i should post this was chrome angel
mentioned it as an old wives tale.
it is not.
i just had this happen to my ready room after retexturing teh object (a test dropship door)
it worked fine i dont know why or how but
DO NOT USE AAATRIGGER IN YOUR READY ROOM
you have been warned and im going to bed
Comments
your problem was you used it on a DOOR, which is VISABLE/seeable.
I've never had this problem myself (but I have seen it in other maps). I'll try it an see if I can get this effect. If it's recreateable I'll add warning to the guide.
i dont know about triggers and such but if an actual object is AA trigger it will crash
no the brush is not corrut and yes i am not a total moron:)
This is something KFS & Merkaba mentioned in another thread--since NULL faces are removed, any invisible entity can be textured with NULL to reduce face counts and everything derived from those counts. Using NULL faces also speeds up HLRAD because it doesn't have to calculate lighting for the removed faces. If your triggers/ladders/info_locations are large, the savings in both resource counts and RAD time can be significant.
confused: How about attaching a sample .map file containing the problem?
This is something KFS & Merkaba mentioned in another thread--since NULL faces are removed, any invisible entity can be textured with NULL to reduce face counts and everything derived from those counts. Using NULL faces also speeds up HLRAD because it doesn't have to calculate lighting for the removed faces. If your triggers/ladders/info_locations are large, the savings in both resource counts and RAD time can be significant.
confused: How about attaching a sample .map file containing the problem? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yeah... NULL is a mappers best friend. The last dod_map i made was a igh detail but it took about 10sec (seriously) to compile it cuz I placed the null texture on all surfaces yhat coul not be seen in-game