face splitting

face splitting

Re: face splitting Posted by wil5on on Sat Jun 12th 2004 at 2:12pm
wil5on
1733 posts
Posted 2004-06-12 2:12pm
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
OK, my problem is, I've got a stairwell. The stairs are all world brushes, and they touch the wall, so I get a ton of polygons. The main problem is, the lighting looks horrible because of it. Is there any way to fix this, apart from moving the stairs away from the wall? I would, but I want them to stay on the wall for visblocking reasons.
Re: face splitting Posted by scary_jeff on Sat Jun 12th 2004 at 2:23pm
scary_jeff
1614 posts
Posted 2004-06-12 2:23pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
You could move the stairs say 8 units away from the wall, then put in a diagonal trim to fill the gap. This trim shouldn't split the walls at all, and could look quite nice if you had it at the right angle to line up with the stairs.
Re: face splitting Posted by 7dk2h4md720ih on Sat Jun 12th 2004 at 2:32pm
7dk2h4md720ih
1976 posts
Posted 2004-06-12 2:32pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
User posted image

Alternatively, construct your stairs as shown. Convert the steps into a func_wall and place a solid underneath. :smile:
Re: face splitting Posted by Orpheus on Sat Jun 12th 2004 at 2:44pm
Orpheus
13860 posts
Posted 2004-06-12 2:44pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
make it wasy on yourself.. clone the walls that are split make them func's, then make them very thin and butt them against the inside of the walls facing the steps
Re: face splitting Posted by wil5on on Sat Jun 12th 2004 at 3:03pm
wil5on
1733 posts
Posted 2004-06-12 3:03pm
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Quickest solution I've ever received on a forum! Thanks guys, I'll try them and see if they work.

You both get marked correct, I'm feeling generous today, and either would work. :smile:
Re: face splitting Posted by scary_jeff on Sat Jun 12th 2004 at 6:48pm
scary_jeff
1614 posts
Posted 2004-06-12 6:48pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
We aim to please :smile:
Re: face splitting Posted by 7dk2h4md720ih on Sat Jun 12th 2004 at 7:08pm
7dk2h4md720ih
1976 posts
Posted 2004-06-12 7:08pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Is it just me or is there something innately satisfying about those blue posts? :smile:
Re: face splitting Posted by Orpheus on Sat Jun 12th 2004 at 8:52pm
Orpheus
13860 posts
Posted 2004-06-12 8:52pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
Is it just me or is there something innately satisfying about those blue posts? :smile:
mine coulda been blue too, but after i read your replies closer.. it only looked as if i copied them into mine.. so i left it green..

i shoulda looked closer.
Re: face splitting Posted by 7dk2h4md720ih on Sat Jun 12th 2004 at 10:51pm
7dk2h4md720ih
1976 posts
Posted 2004-06-12 10:51pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
I'm not sure if I'm reading the way you suggested right, but if you
just put func_walls at the side of the steps, would the sides and
undersides of the steps not be rendered?
Re: face splitting Posted by scary_jeff on Sun Jun 13th 2004 at 10:17am
scary_jeff
1614 posts
Posted 2004-06-13 10:17am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I think the whole func_wall idea won't work in this situation because the stairs are some kind of vertical visblocker. I haven't seen the map but that's what he seemed to be saying.
Re: face splitting Posted by wil5on on Sun Jun 13th 2004 at 11:56am
wil5on
1733 posts
Posted 2004-06-13 11:56am
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Yeah, they are sort of vertical visblockers...

I made each flight of stairs a func_wall, and put a solid world brush under it. Now I'll have to compile to see how it looks...
Re: face splitting Posted by Orpheus on Sun Jun 13th 2004 at 3:15pm
Orpheus
13860 posts
Posted 2004-06-13 3:15pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
I'm not sure if I'm reading the way you suggested right, but if you just put func_walls at the side of the steps, would the sides and undersides of the steps not be rendered?
| | | | | | |
| | | | | | |steps
------------------------------- func_wall
___________________________
___________________________wall
___________________________
Re: face splitting Posted by Forceflow on Sun Jun 13th 2004 at 3:42pm
Forceflow
2420 posts
Posted 2004-06-13 3:42pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
that's one wonderful piece of ASCII ownage, Orph. :smile:
Re: face splitting Posted by Orpheus on Sun Jun 13th 2004 at 4:24pm
Orpheus
13860 posts
Posted 2004-06-13 4:24pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Forceflow said:
that's one wonderful piece of ASCII ownage, Orph. :smile:
blushes

i would work on that fibbing talent there forceman :biggrin:
Re: face splitting Posted by 7dk2h4md720ih on Sun Jun 13th 2004 at 4:34pm
7dk2h4md720ih
1976 posts
Posted 2004-06-13 4:34pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
So you're saying yes, the sides and unsdersides will be rendered. :razz:
Re: face splitting Posted by Orpheus on Sun Jun 13th 2004 at 4:43pm
Orpheus
13860 posts
Posted 2004-06-13 4:43pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
So you're saying yes, the sides and unsdersides will be rendered. :razz:
first off, my way only stops face splitting.. which was the question..

secondly, func_walls are still rendered so your question makes no sense to me.. whatever the brush, gl_wireframe 2 will see it.. all i am doing is minimizing face splits.
Re: face splitting Posted by 7dk2h4md720ih on Sun Jun 13th 2004 at 4:46pm
7dk2h4md720ih
1976 posts
Posted 2004-06-13 4:46pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Meh, nevermind. :smile:
Re: face splitting Posted by Jinx on Sun Jun 13th 2004 at 5:26pm
Jinx
874 posts
Posted 2004-06-13 5:26pm
Jinx
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874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
just NULL texture any faces you can't see. I am a NULL whore bwahahaha
Re: face splitting Posted by 7dk2h4md720ih on Sun Jun 13th 2004 at 5:31pm
7dk2h4md720ih
1976 posts
Posted 2004-06-13 5:31pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
According to KFS that doesn't affect r's....
Re: face splitting Posted by Campaignjunkie on Sun Jun 13th 2004 at 5:39pm
Campaignjunkie
1309 posts
Posted 2004-06-13 5:39pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Back-faces aren't rendered (they're either culled in-game or during the compile process)... So essentially you need to NULL texture faces that you CAN see (stuff that's rendered but the player can't see anyway). Err, did that make sense? :smile:
Re: face splitting Posted by Orpheus on Sun Jun 13th 2004 at 5:53pm
Orpheus
13860 posts
Posted 2004-06-13 5:53pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Campaignjunkie said:
Back-faces aren't rendered (they're either culled in-game or during the compile process)... So essentially you need to NULL texture faces that you CAN see (stuff that's rendered but the player can't see anyway). Err, did that make sense? :smile:
yeah it did.. you have areas inside each map but out of view from the players angle of perspective..

i dunno how that would assist anyone, but i at least understood your point. :smile:
Re: face splitting Posted by wil5on on Mon Jun 14th 2004 at 6:53am
wil5on
1733 posts
Posted 2004-06-14 6:53am
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Basically what CJ means (I think) is if you have the world brush underneath the stairs, and the func_wall stairs on top, the topside of the world brush will still get rendered, even if its getting completely blocked out by the func_wall. NULLing the top face of the world brush will stop that and save some R's. This is what I plan to do (but I'm still using Zoners, so this wont work... for the moment).