Re: face splitting
Posted by wil5on on
Sat Jun 12th 2004 at 2:12pm
wil5on
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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
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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 Orpheus on
Sat Jun 12th 2004 at 2:44pm
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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
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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 7dk2h4md720ih on
Sat Jun 12th 2004 at 7:08pm
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Is it just me or is there something innately satisfying about those blue posts? :smile:
Re: face splitting
Posted by 7dk2h4md720ih on
Sat Jun 12th 2004 at 10:51pm
Posted
2004-06-12 10:51pm
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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
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2004-06-13 10:17am
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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
Posted
2004-06-13 11:56am
wil5on
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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 Forceflow on
Sun Jun 13th 2004 at 3:42pm
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that's one wonderful piece of ASCII ownage, Orph. :smile:
Re: face splitting
Posted by 7dk2h4md720ih on
Sun Jun 13th 2004 at 4:34pm
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So you're saying yes, the sides and unsdersides will be rendered. :razz:
Re: face splitting
Posted by Jinx on
Sun Jun 13th 2004 at 5:26pm
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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
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According to KFS that doesn't affect r's....
Re: face splitting
Posted by Campaignjunkie on
Sun Jun 13th 2004 at 5:39pm
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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 wil5on on
Mon Jun 14th 2004 at 6:53am
wil5on
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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).