Hammer Cordon Usage: Difference between revisions

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Of the two buttons shown circled in the image, click the '''Cordon Edit''' button (the hollowed out yellow and black square on the right). Then go to 2D views and draw the box around the part of the map you want to compile. The box is a cube shape, so you must use two different 2D views to alter the height, width, and depth of the cube to fit the section you wish to cordon.
Of the two buttons shown circled in the image, click the '''Cordon Edit''' button (the hollowed out yellow and black square on the right). Then go to 2D views and draw the box around the part of the map you want to compile. The box is a cube shape, so you must use two different 2D views to alter the height, width, and depth of the cube to fit the section you wish to cordon.


Once you have the area you want compiled boxed off, the '''Cordon Toggle''' button (fully colored in black and yellow) will become active.
Once the area you want compiled is boxed off, the '''Cordon Toggle''' button (fully colored in black and yellow) will become active.


Now compile, and if you made your cordon area small enough, it will take considerably less time then it did with the whole map.
Now compile, and if the cordon area small enough, it will take considerably less time then it did with the whole map.


:{{note|You '''must''' include a start point (an [[info_player_start]] or an [[info_player_deathmatch]]) inside your cordon boundary or else your map will not work.}}
:{{note|You '''must''' include a start point (an [[info_player_start]] or an [[info_player_deathmatch]]) inside your cordon boundary or else your map will not work.}}

Revision as of 12:06, 19 April 2006

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Cordon compiling, or compiling with cordon boundaries set, will compile only the part of the map you have selected. Say you want to compile one room, or want to test out some lighting; you can compile that small area without compiling the rest of the map, and without waiting for a full or even fast vis compile of the whole map. You can also use cordons to eliminate areas when trying to find the location of a problem.

Use

To use cordon boundaries first load the map you want to compile. Then look on the tool bar for an icon representing a black and yellow box.

Of the two buttons shown circled in the image, click the Cordon Edit button (the hollowed out yellow and black square on the right). Then go to 2D views and draw the box around the part of the map you want to compile. The box is a cube shape, so you must use two different 2D views to alter the height, width, and depth of the cube to fit the section you wish to cordon.

Once the area you want compiled is boxed off, the Cordon Toggle button (fully colored in black and yellow) will become active.

Now compile, and if the cordon area small enough, it will take considerably less time then it did with the whole map.

Note.pngNote:You must include a start point (an info_player_start or an info_player_deathmatch) inside your cordon boundary or else your map will not work.
File:Cordon2.jpg
Cordon boundaries selected.
File:Cordon3.jpg
Cordon boundaries activated.


Changing the cordon wall texture

One downside of the cordon tool is the annoying black and purple texture that represents where the cordon boundary is. It can make you sick after moving around a lot. However, this can easily be changed to a different texture by changing the cordon material.

  1. Go to Tools > Options > Game Configuration tab.
  2. Click Browse by Cordon texture field.
  3. Double-click to select a different texture. the tools/toolsskybox texture works well.