Re: making corners brushes
Posted by Captain P on Tue Jan 24th at 9:41pm 2006
Whatever you prefer, though the top right is just a waste of time and even a possible poly-count increaser. The lowest is probably the best, though I use the top-left the most. Depends on what you prefer, really. The outside faces are removed anyway and surfaces of different brushes that share the exact same texture information are combined where possible, so...

Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands
Occupation: Game-programmer
Re: making corners brushes
Posted by Crono on Tue Jan 24th at 10:59pm 2006
Depends on how you look at it, honestly, I think in any case ... ever, that top left one is the worst case. Simply because it causes a problem that neither of the other two do: splits the brush.
Mitoring corners is very useful for objects you can see the inside and outside of. The "bad" side is, creating that 45 degree cut creates a new plane, which most likely will not be used again. The other one, doesn't create an unused plane (everything is at 90 degree cuts), it doesn't "chop" up the other brush's face either, so I'd say that's the better option ... purely for performance. Not that this is really THAT big of a problem now, but if you want to make something HUGE, you should pay attention to things like this, because it will effect performance (eventually). Along with leafs and such. (which is why it's a good idea to get an overview of your map, and start drawing lines on a printed paper or something as such, to find out if some things are being rendered that don't need to be)
Anyway, something I've been meaning to do, which I would suggest you, and why not everyone, is to make a guideline list for mapping. Just certain rules, like when to use what method.
I think this would go well with something like "always vertex manipulate cylinders to 1x1 grid".
But that's just me.
You wont really be able to tell, but, build something in HL1 using each of these (in seperate maps) which are otherwise identical. Try building a large structure and you will see the performance differences, then again, it's negligable.
But, I'd say most often use the bottom one ... unless you're going for asthetics on the oposite side, then use mitored. Never use the top left.

Crono
super admin
6628 posts
633 snarkmarks
Registered: Dec 19th 2003
Location: Oregon, USA
Blame it on Microsoft, God does.
Re: making corners brushes
Posted by ReNo on Wed Jan 25th at 12:16am 2006
The bottom one means that the internal face is lined up perfectly on
the left and right edges (unlike the overlapped one), and resizes
easily (unlike the mitered one), which gives it slight practicality
benefits over the other two. For walls where you can see the outside of
the corner, I use a mitered corner as it means there are less faces to
worry about texturing and aligning.

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: making corners brushes
Posted by StixNStonz on Wed Jan 25th at 3:16am 2006
so theres really absolutely no reason to use the top two, if the inside is all thats being shown.
When i first started mapping i did the top 2 because of fear of leaks... then i realized that the bottom one doesnt cause leaks at all... so it seems like the others just make more polygons? (even though they'd be Nulled on the right, and... 'something'd' on the left?
StixNStonz
member
71 posts
17 snarkmarks
Registered: Feb 25th 2005
Location: canada
Occupation: student
Re: making corners brushes
Posted by Orpheus on Wed Jan 25th at 3:20am 2006
Have not the inclination to read thread but I will point out that the bottom example has on several occasions created/caused leaks to form.
Whether anyone believes that or not is of no great importance to me as I know it to be factual.
Of the choices given, I have always build my corners like the top left.
/2 cents.

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: making corners brushes
Posted by fraggard on Wed Jan 25th at 3:26am 2006
Back in the day, when I used to pretedn to create levels, I used the bottom method for boundary walls. Two advantages
1)I was easier to resize/skew the wall, no need to worry about microscopic leaks.
2)Textures were much easier to handle, especially non-generic textures.
Textures which were designed specifically for walls, windows and the
like: Just "fit" it to the brush and watch the map go sexy.

fraggard
member
1110 posts
201 snarkmarks
Registered: Jul 8th 2002
Location: Bangalore, India
Occupation: Student
Re: making corners brushes
Posted by Orpheus on Wed Jan 25th at 3:31am 2006
? quoting fraggard
Back in the day, when I used to pretedn to create levels,
You are nearly as hard on yourself as I.
I for one thought you were well within the definition known as "Level Designer"

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: making corners brushes
Posted by Orpheus on Wed Jan 25th at 1:13pm 2006
? quoting fraggard
I haven't touched Hammer in more than 6 months, still don't have Steam, and have no intentions of either any time soon. Even if I was one at any point, I'm not anymore

Can one become "not anymore" after one has succeeded?
I think not. If that were so then 99% of us would be not anymore too.
I feel that once success has been achieved you are forever more a level designer. If they can do it for simple things like the Presidency and Judges, then surely they can do it for harder stuff as well.
You will always be on my list Fragman.

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: making corners brushes
Posted by Orpheus on Wed Jan 25th at 5:19pm 2006
? quoting fishy
dammit, it was only one sheep........ 
/giggles

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: making corners brushes
Posted by mazemaster on Sat May 6th at 10:59pm 2006
Top left for sure. Just be sure to align the textures.

mazemaster
member
890 posts
162 snarkmarks
Registered: Feb 12th 2002
Re: making corners brushes
Posted by Dark_Kilauea on Sun May 7th at 2:17am 2006
Why did you feel the need to pull up an old topic? It's basically been answered.

Dark_Kilauea
member
629 posts
93 snarkmarks
Registered: Apr 15th 2005
Location: USA
Occupation: Fast Food
Re: making corners brushes
Posted by Orpheus on Sun May 7th at 2:24am 2006
Yes, and No.
Technically, its not an editing question, more an opinion question because I have seen all 3 corners and no matter what anyone says, people mostly build the corners however they please.
So, the question, cannot really be closed, hence Mazemaster can add his 2 cents.
Why Nick suddenly felt compelled to post is his concern I suppose cause for all we know, this was his first time seeing the thread. Besides, its perfectly permissible to resurrect a post "IF" the reason is on topic.
Nick's reply was.
/2 cents.

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: making corners brushes
Posted by ReNo on Sun May 7th at 2:59am 2006
I'd discourage posts like it in the future to be honest. Sure, Mazemaster is entitled to his opinion on the topic, but his post didn't add any new information to the mix, certainly nothing worth resurrecting a long-dead thread for. No harm done of course, but I'd rather people didn't post in editing threads that are clearly "done" unless they are adding significant and worthwhile information to it.
I'm guessing he just didn't notice the date on the last post though.

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: making corners brushes
Posted by mazemaster on Sun May 7th at 8:01pm 2006
My bad, I forgot to read the date on this thread. I thought it was recent.

mazemaster
member
890 posts
162 snarkmarks
Registered: Feb 12th 2002