If you were making that tunnel, how would you go about it. Because the way I’m making it, I’m in peril of having it compile all wierd. Happened once, and I had to go back and do some clip-cutting and vertex-editting. It’s the fact that it’s not on a perfect NSEW line that seems to be causing the problems that I DO encounter.
Just a bit of advice would be appreciated.
Thank you for the feedback, though!
EDIT: As to the gravel being so high: It’s mainly because the entire track is flat and is just about even with the grass at one point. I’ll pull the grass up a bit and lower it towards the bridge, because the bridge is where a big shift in nearness-to-the-ground-osity occurs.
Oh, and you REALLY don’t wanna see the other end of that road. It’s practically the edge of the map (The entire map takes up pretty much the entire horizontal plane of Hammer), so it just goes up a little ramp and ends on a wafer-thin foundation. I don’t know what I’m going to do about that just yet.
EDIT AGAIN: Does anybody know the name of the animation for sitting down on a cliff (like those two do at White Forest when you first arrive) or the related idle? I’ve been through the entire thing twice and I’m only finding the animation of the guy who picks up the pipe to beat the manhacks in HL2…
Edit to the previous subject: I settled on the canal_sitdown thing, it works nicely, as you only see it for a bit before a tree obscures him.
Anywho, all that’s just about resolved, now I just need to get a teleport working to make the segment continue. Dark tunnel, fade to black, tele to other train, fade out, out of tunnel. Problem is, I can’t figure out the proper sequence of entities required… WAIT! Now I just can’t figure out how to tell it to teleport the player, as he doesn’t exactly have an entity name. Already tried Player, Gordon, PC, and those types of things…
… And yet another nevermind. Who wudda thunk that trigger_teleport would trigger a teleport?
Damn, I’m working on the Industrial Sector of the map, and I’m just about done (next section is going to load, the map so far consists of two huge plates, and about a full square mile of land), but now my compiler is doing something I’ve never encountered before.
It’s getting stuck on VRAD, but not spending any CPU power on the process. Usually it just rides it up to 99% and sits there not doing anything, but now it’s really NOT doing anything.
Confirmation: It’s getting stuck on “Build Face Lights”. Perhaps the map is just too big?[/SIZE]
Fixed: Missed a really intricate object that should have been func_detail’d.