A simple compile (just fast-light) take around 20 minutes.
I don't understand exactly what you mean in your last post, you talk about brushes and static+_cs ? Do you say you have turning some brushes into func_static ? If so, I wonder why you need exactly them, the main interest of func_static is for conditionnal stuff: if you want some stuff to be present in DM but not in RTP for example (except if you have got an SVN build where you can use farclipping and level of detail with func_static
). There is also good chance that func_static (because they are "entity") could cause a slight performance drop in comparison with brush in the worldspawn (only in the physical engine, so server side). And lastly, you should be aware that entity are not VIS-blocker.
, ic, its just that i turned my surroundin mountains into func_static and added "_cs" key and the compiling time was like 3 or 4 times faster, coz before it got stuck on PassagePortalFlow for about 10 mins, now it takes about 2mins, and visually i dont see any diferences between static+_cs and brushes, i think im done with my map, but im now stuck with the collision...i kinda got lost in ur tutorial
coz i kinda got lost, or is there some way to turn models into brushes or sumthin like that?, and what modelling program do u suggest i use for adding your wood_clip shader?.






...how do i fix that thing?..
