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Chips' Fun House Forum Index  ~  Mapping & Modeling  ~  Source Mapping - Useful tips
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Anshinritsumai
PostPosted: Sat Dec 17, 2005 4:17 am  Reply with quote
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Joined: 26 Jul 2005
Posts: 696

Hotkeys:
Shift + S = Selection Tool
Shift + B = Brush Tool
Shift + E = Entity Tool
Shift + V = Vertex Manipulation Tool
Shift + A = Texture Application Tool
Shift + W = Toggle Snap To Grid (On/Off)
Control + S = Save Map (VERY HANDY!! USE OFTEN!!)
Z = First Person Camera mode in Camera viewport
WSAD = First Person movement in camera mode in Camera viewport
F9 = Run Map!

Dimensions:
Walls
A typical wall thickness should be about 12-16 units. There isn't a need for anything thicker, and anything thinner may prove to be a bad thing when bullets start flying through everything. The height of a wall, which would equal one floor (think of it as a floor in a building), would be 128 units, 2 blocks in the 64 unit grid. A wall width, is only limited by you imagination, if you want a 4 mile wall, have it.



Miscellaneous
-Using the "Nodraw" texture on any brush face that will not be seen by the player is recommended. This will speed up compile time, improve FPS, and make optimization better.

-DO NEVER CARVE!! Carving some small things such as a block from a block is fine; but use it as scarcely as possible. Carving can create lots of unwanted angles and shapes, resulting in horrible brushwork which can take up lots of system resources in the compile process and in gameplay. It is highly recommended that you get familiar with making lots of smaller brushes that are detailed in their geometric shapes instead of having lots of big brushes and lots of carving.


More to come!!

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