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Old 10-29-2008, 09:25 PM   #41
Jazz
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Default Hammer/Compiling Issue


Go to visgroups, click Func Detail, look for a displacement.
 
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Old 10-29-2008, 09:56 PM   #42
eerieone
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Default Hammer/Compiling Issue


simply search for brush 62, then move that brush to world
 
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Old 11-05-2008, 05:29 PM   #43
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Default Hammer/Compiling Issue


I don't know what a displacement is and I don't know how to search for brushes. I'm REALLY new at this guys >.<
 
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Old 07-12-2009, 04:47 PM   #44
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Default Hammer/Compiling Issue


I wouldn't normally resurrect a thread this old, but it looks like the poor chap that started this never did get an answer ... and well, in the process of working on a L4D map I found what's probably the solution, as I was having the same issue...

The problem is that displacements are treated as func_detl instead of standard brushes, as someone else in this thread had pointed out. But, func_detl entities cannot be used as borders on a map, so if this displacement were used as the floor, for example, and some entity was placed on it, the entity doesn't function right. It shows the erratic behavior described by the OP.

So, basically, when faced with this issue, either remove the displacement, making it a standard brush, or simply create some other border around this displacement, using standard brushes, effectively sealing it off from leaks.
 
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Old 07-12-2009, 07:00 PM   #45
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Default Hammer/Compiling Issue


Quote:
Originally Posted by burgermeister01 View Post
, or simply create some other border around this displacement, using standard brushes, effectively sealing it off from leaks.
This is what you do.
 
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