Re: room corners
Posted by Orpheus on
Tue Mar 14th 2006 at 11:18am
Posted
2006-03-14 11:18am
Orpheus
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Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Dude, I cannot see whats in that pic. My advice, do not waste time "molding" the floor to the wall. Set the damned wall on the floor and let the compile engine chop it up at will. If it bothers you that its chopping the floor to s**t, make most of the corner a func_wall.
There are a few corner tutorials here, perhaps one of those will help.
I didn't make this yellow because IMO its not an editing question. Its an architectural preference.
The best things in life, aren't things.
Re: room corners
Posted by Elon Yariv on
Tue Mar 14th 2006 at 11:40am
Posted
2006-03-14 11:40am
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Mar 4th 2006
I read them all! They are nice but non answer this question. It's not hard to mold the floor to the wall, I just want to know if it's good to do it.
Elon Yariv
Re: room corners
Posted by Orpheus on
Tue Mar 14th 2006 at 11:54am
Posted
2006-03-14 11:54am
Orpheus
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Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Good/Bad.
Thats a personal preference setting if I ever read one.
If you like, you can solve this yourself, since ultimately is is a personal preference.
Compile the example you've shown. Load the map and do this:
1) turn on your r_speeds command.
2) look at the corner.
3) note differences.
4) turn off r_speeds and turn on gl_wireframe 1 or is it 2?
5) look at each corner and note the differences.
Ultimately you have two goals to meet.
1) LOWER r_speeds
2) Less pieces when you look at the corner.
Whichever gives you the least damage, is your preferred method.
End of story.
The best things in life, aren't things.
Re: room corners
Posted by fishy on
Tue Mar 14th 2006 at 5:26pm
fishy
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Location: glasgow
both ways that you have shown would be considered 'good', as none of them would cause any problems. you can also make the floor as a single brush, as it would fit the space and still remain convex, but you'd need to be familiar with vertex mode to do that.
if you make any of the brushes into func_walls to save polys, then you would also be making the brushes invisible to vis, and that might push your r_speeds up. it would depend on what's behind the wall.
i eat paint
Re: room corners
Posted by Elon Yariv on
Tue Mar 14th 2006 at 9:31pm
130 posts
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Mar 4th 2006
Yeah you're right, captain P. :smile: Ok, problem solved.
Elon Yariv
Re: room corners
Posted by Dr Brasso on
Tue Mar 14th 2006 at 10:48pm
Posted
2006-03-14 10:48pm
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Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
the radius of the curved wall could be used as a perimeter outline for the floor...cut a square chunk in the floor which equals the radius, chop that into chunks that align with the curved wall....youve at least controled the splits when the compile gets done. i havent looked at hl1 texturetools lately. do they carry the nodraw texture since the steam folks raided it?
Doc B