I've changed my site, and even have my own domain now.
http://www.devastation3.com/<br><br>The other site will be removed in a couple days.<br><br>I also modified one of the tutorials. I'll post the modification here:<br><br>groups of brushes like a staircase increase r_speeds substantially. Select the entire staircase and make them a
func_wall. VIS ignores func_wall while compiling, so even if the it is touching another brush it won't generate any more wpoly.<br><br>When 10 stairs are converted to a
func_wall entity, you shave off about 20 wpoly.<br><br>
func_wall doesn't block VIS, and it doesn't cast shadows. So it isn't advisable to use it for things like columns. Instead, use the "one unit" method.<br><br>In the image below, one of the columns doesn't cast a shadow because it is a
func_wall. The other columns use the "one unit" method, and cast a normal shadow. The shadows add character and look much more realistic.<br><br>

<br><br><br>
Last modification: randall - 05/29/01 at 09:47:44