Hammer Cordon Usage

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Revision as of 14:51, 22 August 2005 by Graham (talk | contribs) (spellgn.)
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Ever want to test one little thing on your map, but not wait the sometimes hours it can take for a full vis compile? Well you can! Just use cordon boundaries.

Cordon boundaries will compile only the part of the map you tell it to. Say you want to compile one room, or want to test out some lighting; you can compile that small area with out compiling the rest of the map, and 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.

To use cordon boundaries first load the map you want to compile, and look on the tool bar for an icon that is a black and yellow box. "1.jpg"

Hit the one icon activated, the cordon edit button (the hollowed out yellow and black square on the left.) Then go to 2d views and draw the box around the part of the map you want to compile like so: "2.jpg"

Once you have the area you want compiled boxed off the other cordon button will become active, the cordon toggle button (fully colored in black and yellow.) Click this and hammer should look like this: "3.jpg"

One side note: You must include an info_player_start or an info_player_deathmatch inside your cordon boundary or else your map will not work.

Compile, it will take considerably less time then it did with the whole map. I got a 6-minute vis down to 2 seconds when I compiled.

The one downside is the annoying black and purple texture that represent where the cordon boundary is, it can make you sick after moving around a lot.