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Old 01-04-2012, 04:28 PM   #71
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For walls and floors and stairs and other major, big features, use brushes. For smaller details like handrails, furniture, lamps, etc use models (models are usually prop_static).

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Old 01-04-2012, 08:06 PM   #72
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Although they are discrete entities in Hammer, func_details are all merged into one during compile. You do not need to nodraw hidden 'detail-to-detail' faces (but you do need to nodraw world-to-detail and detail-to-world).
I don't think I quite understand what that means... Does it basically mean that anything that is func_detailed does not need to have nodraw faces where people can't see?

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Old 01-05-2012, 11:53 AM   #73
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I think what it means is this:

Two world faces that completely cover one another won't be rendered and hence don't need to be textured with nodraw. The same is true of detail faces that cover one another. However, if a world brush face and a detail brush face cover one another completely they will still be rendered and hence both need to be textured with nodraw.

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Old 01-05-2012, 04:04 PM   #74
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I'd rather just texture my func_details with nodraw anyway..

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Old 08-01-2012, 09:10 AM   #75
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Noticed my tutorials weren't present in the tutorials section, although i realise many people have my tutorial threads bookmarked it makes sense to have them in a resource like this. I also added Ravidge's Lighting Library to the list of resources as i didn't see it under the lighting section.

I think what i'll do is go through and reformat the 3rd and 4th OP's, consolidating them into a single post and have all lighting stuff under lighting, all layout design under layout, etc. Since there seem to be two or three lighting sections and lighting tutorials under sections such as "architecture" which makes no sense.

I also added a "stairs" section for my stairs tutorial as i wasn't sure where to put it and figured if someone could link me to the stair making script that someone recently made i could also add that into the stairs section too.

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