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Today's Topics:

   1. Re: suggestion: vertex texture/model filter in respective
      browsers in hammer ? (Cory De La Torre)


----------------------------------------------------------------------

Message: 1
Date: Mon, 7 Nov 2011 03:29:11 -0800
From: Cory De La Torre <mrtwovideoca...@gmail.com>
To: P2 Mapper List <p2mapper@list.valvesoftware.com>
Subject: Re: [P2mapper] suggestion: vertex texture/model filter in
        respective browsers in hammer ?
Message-ID:
        <cakcrythvjlbq4jascqfe65k2k_a1gcgcmowynvvvphw4unw...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

Don't use vertex on the world.

On Sat, Nov 5, 2011 at 6:44 PM, Neo Alose <neoalose....@gmail.com> wrote:

> Hi,
>
> Speaking from a non-so-expert perspective, if it works, and you haven't had
> any issues, than your fine.
>
> And it seems sometimes, that if its too much work for Valve, then nothing
> gets done about it for a while, but usually only on beta software.
>
> Especially since they have a lot to work on as of lately.
>
>
>
> On Thu, Nov 3, 2011 at 6:56 PM, Stephan Vandenborn <cosmicma...@gmail.com
> >wrote:
>
> > Hello,
> >
> > While optimizing my campaign for a patch I've come across a number of
> > occasions where I just have _vertex textures. It's of course bad to use
> > them as they cause lighting problems and glitch the visibility of the
> map.
> >
> > I wonder if it's not possible for valve to add a filter for the texture
> > browser where you can hide them (like you can do with translucent etc).
> >
> > I just found it easier to open notepad++ , edit the vmf manually to
> delete
> > all _vertex instances after the texture declearations. I wonder if this
> is
> > a safe way to edit vmfs ?
> >
> > sv
> >
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-- 
--Geardev


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