Snarkpit Articles


One of the most basic functions a mapper must perform is the simple act of cutting up brushes. In particular, cutting holes in existing brushwork seems to confuse many novices. What is the best way to do it? This may seem a silly thing to create an entire tutorial on, but I assert that it is vital for your future mapping career. Every sloppily made doorway or window becomes a future headache as you refine and polish your creation. Unless you learn to do it properly every time, you will always be limited to simplistic maps.

I will begin by showing you the correct way to do things (clipping), followed by a discussion of the alternate technique (carving) and why it is inferior.

So, you have a room, but no way out. The time has come to cut a door.

  1. Select the wall brush, and select the clip tool (Shift+X).



  2. Left click where you want the cut to start and drag just like as if your cursor was a knife. Release the left mouse button when you are satisfied. Note that you can move either end of the cut as you will. It should look like this:



  3. Note that half the brush is red and half white. If you press ?enter? now, the red part will be deleted. As we do not wish to delete any portion of the brush, press ?Shift+X? until both sides of the brush are white.

  4. Press ?enter? and the cut will be made.
I have just created one edge of my door. Repeat this step on the other side so as to create the width you want, and then clip or transform the remaining piece that fills the ?doorway? as desired. My finished product looks like this:



That is the correct way to make a square opening. You ought to be able to adapt these techniques to any hole you might wish to make. But, you say, why not simply make a block the size of the door you want and carve away? Let?s try it.

This is what you get:



Now, this is not such a bad result. However, there is a subtle difference. The carve tool has split my wall brush down its long axis. This has three distinctly negative effects. First, it will make brush manipulation more complex down the road should I ever want to change this wall in any way. Second, it clutters the view more than does the clipping method. Third, and maybe most important, it is likely to increase the poly count of my wall. Because of the way the compile tools split up world geometry, brushes with wide aspect ratios are more likely to unduly increase poly counts than those that are close to 1:1. This of course depends on the exact dimensions we are talking about, but I?ll not get into that. The increase in manipulation difficulty and view complexity may seem paltry, but I can assure you it is not. When your maps become complex enough, every little bit of simplicity you can hang onto is worth its figurative weight in gold.

(You should also note that carving will often mess up texture alignment, as well as the above- Lep.)

But, you say, these are awfully stingy benefits to warrant something as unduly complex as clipping! Not so. Let?s see what happens with a more complex case. Eventually I hope that four sided polygons will begin to bore you. You will want to do something more artful. Let?s try making a round window with the carve tool. This is the result:



I can hardly imagine a worse way to split the brush. You will never get of the ground with this kind of brushwork. Heck, in some cases, your map won?t even compile.

These are the results you get from clipping:



Much nicer, you must agree, and it really doesn?t take significantly more time. In the long run, you will save it ten times over in the ease of later manipulation. The bottom line is, the carve tool is evil. You?ll notice I didn?t say anywhere how to use it. If you don?t know already, you?re better off remaining ignorant.


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Discussion
0 starsPosted by jameske on Fri Jan 6th 2006 at 10:14am

It was a good tutorial, but it doesn't say how you clipped the round window.
0 starsPosted by RadBrad on Tue Mar 15th 2005 at 5:35am

Shift+x to change the clipping options OR click the clip tool icon until you reach what you like (add, subtract, or cut).
0 starsPosted by StickFigs on Wed Mar 9th 2005 at 2:35am

Carve out a block then carve the cylinder out of the block shape. How to carve like a pro.
0 starsPosted by sabrewolf on Fri Jan 28th 2005 at 8:46pm

Good tut , but carving can save you some time .Simple example :
connecting two rooms with a straight corridor; carv the 2 rooms with the ( too long ) corridor brush ; make the brush at length ; make hollow outside ; delete the 2 ends ; done .
0 starsPosted by Degenatron on Thu Jan 27th 2005 at 3:38pm

A very good tut for new mappers.

However, there are times when using carve can be useful AND produce usable results (gasp! Mapper Blasphamy!).

The rule of thumb is "keep it simple".

For example, you are making a banister for a staircase and it's at a funky angle that doen't match the pre-made textures. You've had to rotate the handrail of the banister into place to match the decent angle of the stairs. You then put in a series of thin vertical brushes for the supports that enter into the underside of the handrail.

You can highlight just the handrail, and the supports, and hide everything else. Now select the handrail only. Press the carve button. The tops of the supports will be clipped to line up with the handrail. Unhide everything (and kill the vis-group created).

The "keep it simple" rule of thumb sums up these more complex rules:

-Do your carving in place (with all brushes already placed in the map) and don't try to move carve pieces around (unless you have a handle that lines up to the grid). Always hide everything else that is not carving or being carved.

-NEVER carve INTO another brush. If you are going to make any kind of cavity in a brush, ALWAYS use the clip tool as shown above. Carving is ONLY good for cutting off the end of the target brush and having that brush line up with the carving brush. Always make sure the brush doing the carving is bigger than the brush being carved.

-Only use ONE face to carve another brush. Do not attempt to carve a brush with more than one face of the carving brush. Helter-skelter cut lines will result if you break this rule.

-Carve with only simple shapes. Carving with squares and rectagles is best. In a pinch you CAN carve with a vertex manipulated brush, but ONLY use it to carve a brush with straight, perpedicular lines. The extreme envelope edge in this rule would be to use a vertex manipulated brush to carve a wierd angle on a cylinder. NOT a good idea though.

-Always carve with one brush. If the staircase from the example had been a curving staircase, you'd have had to do each section of the handrail at a time. Selecting an entire set of brushes and then carving with them is bad because each face, on every brush, projects a "plane of cutting" through space and can easily cut into a brush that doesn't actually touch the brush which caused the cut.

Confused?

Just remeber to keep it simple and that 98 times out of a 100, clipping is the better choice, but every once in a while a carve, done right, can save you some time.
0 starsPosted by Ladybulf on Thu Jan 27th 2005 at 12:39pm

I've found that in order not to 'lock up hammer' when carving is to create the objects, copy and paste them into a new blank map, do the carving there and then reimport them into the original map, line them up over the pre-existing objects and them those.
making good use of the group/ungroup toggle and func_detail.
0 starsPosted by Orpheus on Thu Jan 27th 2005 at 12:58am

Don't it just burn your ass, when someone ruins the premise of an idea?

*insert eyeroll here*
0 starsPosted by HrnyGoat on Mon Jan 24th 2005 at 9:30pm

A good method, but i still prefer carving for most things. its quick and dirty, but you can always manipulate the individual brushes if you dont get the result you want.
[author]
Posted by Tracer Bullet on Mon Jan 24th 2005 at 7:48pm

For making funky hollow shapes, you ought to have a look at this tut:<a href="http://www.snarkpit.com/editing.php?page=tutorials&amp;game=HL&amp;id=27" target="_blank">http://www.snarkpit.com/editing.php?page=tutorials&amp;game=HL&amp;id=27</a>

No carving needed.
0 starsPosted by motionblurrr on Mon Jan 24th 2005 at 5:55pm

First of all, great tutorial! I love the clip tool... it has saved my life on many occasions (in a manner of speaking). I only wish I realized its full potential several months ago.

But to Parakeet, I hope you're joking about wishing the carve tool be removed. You can't do some things with the clipping tool that you can do with carve. Don't get me wrong, I RARELY ever use the carve tool, but it does have it's place.

For example, I wanted to make a 32 faceted hollow cone to connect to a 32 faceted hollow cylinder (seemlessly) and there is no way you could do this with the clip tool and the &quot;make hollow&quot; command would always produce uneven seems. So I created the first cone, cloned it and downsized it on all three axis (by 16 units) and then positioned it inside of the other larger cone and carved away.

Now, for those of you who think I'm crazy, you should know that the cone and cylinder brushes exists in an area of my map where nothing else is visible, they are both func_illusionary, and have a basic rectangle surrounding them to seperate them from the void.
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