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Old 09-10-2008, 10:17 AM   #1 (permalink)
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Question func_wall (CS1.6) = func_detail (CSS) ?????

hi ppl.. my map is taking too long to compile and i've been told to use func_detail.. but i'm mapping for CS1.6 and there is no such function... ... can anyone tell me if func_wall does the same thing as func_detail.. (reducing the compiling time by simplifying complex brushes such as columns?)

or what do you think about to reduce 18hours of compiling.. (and it is not done yet!!!!)
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Old 09-10-2008, 12:12 PM   #2 (permalink)
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Default Re: func_wall (CS1.6) = func_detail (CSS) ?????

Looking on the net for that function and reading the details on it I can tell you that func_wall is more like the material tool player clip. It will stop the player but not his view.
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Old 09-10-2008, 12:34 PM   #3 (permalink)
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Default Re: func_wall (CS1.6) = func_detail (CSS) ?????

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Originally Posted by Mr.Bob View Post
Looking on the net for that function and reading the details on it I can tell you that func_wall is more like the material tool player clip. It will stop the player but not his view.
how's that?? , you meen clip texture?? .. on my test map i made 5 or 6 walls func_wall together and i cant see through!! dont understand you...
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Old 09-10-2008, 02:27 PM   #4 (permalink)
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Default Re: func_wall (CS1.6) = func_detail (CSS) ?????

Just google func_wall and read the pages.

Valve Developer Community Wiki:
"Obsolete entity from Half-Life provided for backwards compatibility. Has been replaced by the func_detail entity and the func_brush entity with its Solidity property set to Always Solid. "

Half-Life Tutorials:
"A func_wall simply lets you create a wall. As boring as that seems, it does have a number of uses. You have full control over a func_wall's render properties."
&
"You can use a func_wall to create transparent walls as gates to block the players way but not his view. Check also this sewer and this gate tutorial."


So I guess you could make a wall out of it. Make some test maps. It's what I do. I make a simple hollow box with a light entity in it as the base map. Then I'll make sveral of an item to test things. I made walls with different thicknesses and different material skins to see what would shoot thru what. Same with door spees and then vent sizes. Then I save it for later use.
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Old 09-10-2008, 06:47 PM   #5 (permalink)
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Default Re: func_wall (CS1.6) = func_detail (CSS) ?????

yes i do the same testing maps!!! .. but yes I used func_wall in the columns and roof etc and the 18hours of compiling went down to 2!!! GREAT!!!! hehe
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Old 09-10-2008, 10:50 PM   #6 (permalink)
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Default Re: func_wall (CS1.6) = func_detail (CSS) ?????

But were they the same as the 18 hr compile? If so, there you go. If not, we'll keep searching.
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Old 09-11-2008, 07:27 AM   #7 (permalink)
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Default Re: func_wall (CS1.6) = func_detail (CSS) ?????

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But were they the same as the 18 hr compile? If so, there you go. If not, we'll keep searching.
no when i made them func_wall, and even add more brushes, i compiled and it took me a bit less than 2hours! .. so i believe it worked!! thanks!
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