Talk:Func instance

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Revision as of 13:12, 12 February 2011 by MossyBucket (talk | contribs)
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Removed L4D2 template because it works fine in other games (as it is processed and removed by the compile tools) --Omnicoder 23:51, 22 May 2010 (UTC)

Thanks, Omni. I'll change it to all Source games. --ThaiGrocer 00:26, 23 May 2010 (UTC)
It doesn't work in-game for me (using the Half-Life 2: Episode 1 engine). (See Talk:L4D2_Level_Design/VMF_Instances for original post.) --MossyBucket (formerly Andreasen) 20:12, 12 February 2011 (UTC)


Alien Swarm - Rotation bug for embedded func_ in func_instance

Started using this with Alien Swarm and noticed some weird behaviour.


1. Create an instance-vmf with a func_wall entity at the origin (0,0,0) and an arbitrary size (e.g. 128,16,8)

2. Create a parent-vmf and import the instance-vmf via func_instance

3. Rotate the func_instance by 90 degrees, so that the new apparent size is (16,128,8)

4. Compile the map

5. You'll notice that func_wall inside the func_instance will have its "original" rotation with apparent size (128,16,8) instead of (16,128,8).


Changing func_wall to func_illusionary will lead to the same result after compiling.

However, if using func_brush, it'll be rotated correctly BUT you can see lighting artifacts which suggests,

that it has been rotated before lighting (which is correct) but the light-map applied is NOT ROTATED,

leading to shadows on the resulting func_brush which shouldn't be there.


Any ideas, am I using it wrong or is it bugged? --Esdeekay 16:16, 28 July 2010 (UTC)

func_wall and func_illusionary are obsolete entities and shouldn't be used. func_brush has the functionality of both func_wall and func_illusionary and should always be used instead. GiGaBiTe 08:31, 10 February 2011 (UTC)
Yes, well, that doesn't insure that func_brush won't have bugs that the older entities doesn't have. If the older entities are somehow less buggy, there are yet practical uses for them. --MossyBucket (formerly Andreasen) 12:29, 10 February 2011 (UTC)