I find it interesting that you bevel the corners. It's something I originally expected the official maps to do, only to find out they mostly just use rectangles.
Actually most of the official maps *do* bevel the corners for interior faces. It's a good way to neatly create thin walls without winding up with multiple brush faces for singular tiles, and it's where I picked up the habit.
I used to always do this, but it became annoying whenever I wanted to resize a brush, because I would need to use the vertex tool if I wanted to avoid messing up the bevel.
could of done with some more commentary imo but overall a good video. should of used hammer++’s light preview feature because the lighting is a bit awful also obligatory hammer crash at 8:55 as to be expected, so good ur using hammer++
What exactly is the purpose of placing a bullseye on the wall? Is it supposed to do something for portal placement? And the 'hard falloff' keyvalue for the light is meant to be a boolean (0 to 1), not a distance parameter. It only works if you have the 50%/0% falloff distance keyvalues set.
Looks like you're right, we had aught to update our modding base's fgd to fix that. The bullseyes are for portal aiming, yes, it was a feature broken in Portal 1 but was patched for portalcollab.
portal 10 leaked dev footage
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I find it interesting that you bevel the corners. It's something I originally expected the official maps to do, only to find out they mostly just use rectangles.
Actually most of the official maps *do* bevel the corners for interior faces. It's a good way to neatly create thin walls without winding up with multiple brush faces for singular tiles, and it's where I picked up the habit.
@@wolfcl0ck I may be crazy
@@JJungleJapeson It's not used on external faces, so that may be what mixed you up.
I used to always do this, but it became annoying whenever I wanted to resize a brush, because I would need to use the vertex tool if I wanted to avoid messing up the bevel.
could of done with some more commentary imo but overall a good video. should of used hammer++’s light preview feature because the lighting is a bit awful
also obligatory hammer crash at 8:55 as to be expected, so good ur using hammer++
What exactly is the purpose of placing a bullseye on the wall? Is it supposed to do something for portal placement?
And the 'hard falloff' keyvalue for the light is meant to be a boolean (0 to 1), not a distance parameter. It only works if you have the 50%/0% falloff distance keyvalues set.
Looks like you're right, we had aught to update our modding base's fgd to fix that. The bullseyes are for portal aiming, yes, it was a feature broken in Portal 1 but was patched for portalcollab.
i cant belive valve couldve made portal in less than 24 hours why did they take 3 years
Actually it was only about 2 years and 3 months, and they had most of the chambers done within the first year, but semantics.
skibidi
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THIS IS AN ANTI-BRAINROT CHANNEL, NO GEN ALPHA WORDS ALLOWED
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@@ToastEr-f3b NO
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