A Physics with Astrophysics graduate and level designer specializing in the Source engine. You can contact me here or by yelling really loud.

Always double check your compile settings.

What is wrong with this image?

The front of Mann Manor from artpass_ym

Well, I forgot three things when I ran this compile: firstly, I forgot to turn on the cordon area so the entire map was compiled instead of just the final point. This increased the compile time tenfold. By the time I realised I figured it would be good to check how the rest of the map was looking, so I let it go. Secondly, after it finished I realised I’d got a leak and had lots of dark patches since there was no bounce lighting. So the compile is no good for checking the fine details of the lighting. Actually it turned out I’d just unchecked vvis.exe, so it didn’t leak, a minor bit of good news. Lastly, I left the brush entities visgroup off so all my cobwebs, triggers, and glowing window brushes were not compiled so all the windows are blank.

Moral of the story: Always check what your compile settings are before you hit run.

Since the above mansion shot and the below church/B shot are the areas least effected by the lack of bounce lighting so I took some 3D screenshots.

A view over Control Point B showing the graveyard and church on the hill in artpass_ym

The mansion is in red/blue and colorcode, the church is also in red/blue and colorcode.

4 Comments »

  1. branchenverzeichnis Said,

    September 28, 2010 @ 4:52 pm

    Wow! Thank you! I always wanted to write in my site something like that. Can I take part of your
    post to my blog?

  2. webdesigner nrw Said,

    October 1, 2010 @ 5:26 pm

    Wow! what an idea ! What a concept ! Beautiful .. Amazing …

  3. Mimarik Said,

    October 26, 2014 @ 3:31 pm

    How did you take the red/blue screenshots?

  4. Tim 'YM' Johnson Said,

    November 30, 2014 @ 7:23 pm

    Stitiching the channels from two separate screenshots in photoshop.

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