Re: making corners brushes
Posted by Crono on
Tue Jan 24th 2006 at 10:59pm
Posted
2006-01-24 10:59pm
Crono
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Depends on how you look at it, honestly, I think in any case ... ever, that top left one is the worst case. Simply because it causes a problem that neither of the other two do: splits the brush.
Mitoring corners is very useful for objects you can see the inside and outside of. The "bad" side is, creating that 45 degree cut creates a new plane, which most likely will not be used again. The other one, doesn't create an unused plane (everything is at 90 degree cuts), it doesn't "chop" up the other brush's face either, so I'd say that's the better option ... purely for performance. Not that this is really THAT big of a problem now, but if you want to make something HUGE, you should pay attention to things like this, because it will effect performance (eventually). Along with leafs and such. (which is why it's a good idea to get an overview of your map, and start drawing lines on a printed paper or something as such, to find out if some things are being rendered that don't need to be)
Anyway, something I've been meaning to do, which I would suggest you, and why not everyone, is to make a guideline list for mapping. Just certain rules, like when to use what method.
I think this would go well with something like "always vertex manipulate cylinders to 1x1 grid".
But that's just me.
You wont really be able to tell, but, build something in HL1 using each of these (in seperate maps) which are otherwise identical. Try building a large structure and you will see the performance differences, then again, it's negligable.
But, I'd say most often use the bottom one ... unless you're going for asthetics on the oposite side, then use mitored. Never use the top left.
Blame it on Microsoft, God does.
Re: making corners brushes
Posted by fishy on
Tue Jan 24th 2006 at 11:06pm
Posted
2006-01-24 11:06pm
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As CaptainP says, it's only the faces that the engine knows will be visible that get written into the bsp, the rest are discarded. So really, you should get the exact same results with all of the methods shown, though the one ot the bottom has a chance of letting speckles of sky show through, if you have any sky brushes behind it.
I don't know about the top right causing more polys. It's the method that I use when I'm not being lazy, but only when the inside and outside will both be visible. It's actually the method that produces the least amount of polys when inside and outside are used.
i eat paint
Re: making corners brushes
Posted by fishy on
Wed Jan 25th 2006 at 1:10am
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Captain, I read that article a while ago, and as there were no pics, I made a small test map. Even though the textures combine where possible, my mitered corners still produced fewer polys. Not enough that it could save or sink a map, but one or two none the less.
i eat paint
Re: making corners brushes
Posted by StixNStonz on
Wed Jan 25th 2006 at 3:16am
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so theres really absolutely no reason to use the top two, if the inside is all thats being shown.
When i first started mapping i did the top 2 because of fear of leaks... then i realized that the bottom one doesnt cause leaks at all... so it seems like the others just make more polygons? (even though they'd be Nulled on the right, and... 'something'd' on the left?
Re: making corners brushes
Posted by Orpheus on
Wed Jan 25th 2006 at 3:20am
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Have not the inclination to read thread but I will point out that the bottom example has on several occasions created/caused leaks to form.
Whether anyone believes that or not is of no great importance to me as I know it to be factual.
Of the choices given, I have always build my corners like the top left.
/2 cents.
The best things in life, aren't things.
Re: making corners brushes
Posted by fraggard on
Wed Jan 25th 2006 at 3:26am
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Back in the day, when I used to pretedn to create levels, I used the bottom method for boundary walls. Two advantages
1)I was easier to resize/skew the wall, no need to worry about microscopic leaks.
2)Textures were much easier to handle, especially non-generic textures.
Textures which were designed specifically for walls, windows and the
like: Just "fit" it to the brush and watch the map go sexy.
Re: making corners brushes
Posted by Orpheus on
Wed Jan 25th 2006 at 3:31am
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<DIV class=quote>
<DIV class=quotetitle>? quoting fraggard</DIV>
<DIV class=quotetext>Back in the day, when I used to pretedn to create levels, </DIV></DIV>
You are nearly as hard on yourself as I.
I for one thought you were well within the definition known as "Level Designer"
The best things in life, aren't things.
Re: making corners brushes
Posted by fraggard on
Wed Jan 25th 2006 at 6:50am
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I haven't touched Hammer in more than 6 months, still don't have Steam,
and have no intentions of either any time soon. Even if I was one at
any point, I'm not anymore :sad:
Re: making corners brushes
Posted by fishy on
Wed Jan 25th 2006 at 4:31pm
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it's true. some things you only need to do once, and you are forever held to it.
dammit, it was only one sheep........ :sad:
i eat paint
Re: making corners brushes
Posted by Orpheus on
Sun May 7th 2006 at 2:24am
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Yes, and No.
Technically, its not an editing question, more an opinion question because I have seen all 3 corners and no matter what anyone says, people mostly build the corners however they please.
So, the question, cannot really be closed, hence Mazemaster can add his 2 cents.
Why Nick suddenly felt compelled to post is his concern I suppose cause for all we know, this was his first time seeing the thread. Besides, its perfectly permissible to resurrect a post "IF" the reason is on topic.
Nick's reply was.
/2 cents.
The best things in life, aren't things.
Re: making corners brushes
Posted by StixNStonz on
Thu May 18th 2006 at 10:30pm
Posted
2006-05-18 10:30pm
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<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>Either way, it let me see my old thread. Ive become about 10 times better of a mapper in the last long while, and i can fully say that i absolutely believe the bottom method is the best (for boundary brushes, not necessarily for brushes to be used for their backsides etc). Reason being, is not only does it make a perfect 'fit', but it also leaves no addeitional polys. What happens when you have a texture broken by a brush? double the polys. Its simply unnecessary. No worries about textures or parts of textures that are not visible or not null'd. It takes up less room, imo looks better, and you never have to think about which side is the 'overlapping' one. Ive actually had to go back through my massive map and fix up a lot of it, because i believe this is simply better mapping.