Re: 90degree corners
Posted by Orpheus on
Sat Apr 28th 2012 at 11:42pm
Posted
2012-04-28 11:42pm
Orpheus
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My question has always been, does the amount of faces that are broken because solids touch, count as more solids?
If they do, then all of them are gonna cause face splitting. Of them, the bottom one is the least damaging but, IMO has the best odds of creating a leak. However, if you do not let the solid slip off grid, no leaks should occur.
If the faces splitting counts towards the end numerical number than you might try the old func_wall trick. (I don't even remember if HL2 has a func_wall but I bet there is a corresponding workaround)
As long as it is an internal world brush, you should have no chances of leaks.
I am still having issues believing that one ship map can have more geometry than some of those HUGE HL2 maps.
The best things in life, aren't things.
Re: 90degree corners
Posted by Orpheus on
Sun Apr 29th 2012 at 12:47am
Posted
2012-04-29 12:47am
Orpheus
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I see what you mean but visually, you could achieve the same view if you brought the red wall in the top forward instead of the way it is with all the pieces showing as it is now.
I see no benefit, nor detriment to the 45* thing but if its pure visual you could get the same if you do what I said.
The best things in life, aren't things.
Re: 90degree corners
Posted by G4MER on
Mon Apr 30th 2012 at 10:34am
Posted
2012-04-30 10:34am
G4MER
floaty snark rage
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Miter the Corner, it would remove the extra face.
[IMG]http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/Mapping%20101/mitercorners.png[/IMG]
Like you did in EXAMPLE 2.
Re: 90degree corners
Posted by Wild Card on
Sat May 5th 2012 at 3:45am
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May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
Just got a compile working on my full map. Doing the 45 degree angles certainly saved my butt on this map!!
@omega: Interesting link. A little confusing though :P But Im tired too.
Current map is at 7600 ish brushes, I think for now I will be able to stay below limit, so I dont know if I'll still be needing a compiler with upped limits. I'll keep you posted though