Re: Corners
Posted by Crono on
Mon Jul 30th 2007 at 1:51am
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Believe it or not, but this thread (literally) has been posed before (in the editing board).
I can't find it at the moment, if someone wants to link it here that'd be nice.
Basically, the first one is the one you shouldn't do ever. Because at the point of intersection the brush will be split and another set of faces made. This may or may not be represented in the BSP (to note, the BSP structure is far from perfect and can produce artifacts and many un-wanted things if used improperly).
The other two don't do that. The only time you really need to use a mitered corner is if you can see the outside part of the corner, it really is an aesthetic. But it's very simple and quick with vertex manipulation.
If you can't see the other side, but it is NOT against the void then you should still miter, since there would be two less faces (then again, if you're producing corners that are rendered on the other side that will never be seen you may have other issues with your level design philosophy).
The 2<sup>nd</sup> one is nice for enclosed areas that act as a hull.
Blame it on Microsoft, God does.
Re: Corners
Posted by Cash Car Star on
Mon Jul 30th 2007 at 4:50am
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The brushes aren't going to get split funny on Choice A. The
compiler will throw out the overlap part, and will take so little extra
marginal time to do it, that unless you're compiling on a Commodore 64,
it's no big deal.
I'd say one lame-o negative side about Choice A is that the top wall is
going to be a bigger pain to texture align. In B and C, the brush
ends where the wall ends, so you can easily see exactly how much you've
got. Depending on what type of textures you're using, this can
matter.
The bigger reason for me to choose the clean mapping technique (which
is the Choice C preferably, but sometimes Choice B in certain
locations) is that I find it much simpler to comprehend when I
map. The mitered corners stand out in a way that I can quickly
see exactly where my corners are. When I'm making walls with more
complex brushwork than a simple slab (which, for me, is always), it
just helps so much in making sense of the brushes. It's similar
to commenting your code - it helps yourself when what you've got is
really complex and you need to go back and redisgn/tweak some sections
after a playtest.
Just in my experience.
Re: Corners
Posted by Yak_Fighter on
Mon Jul 30th 2007 at 8:29am
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if the brush is split in the top method the resulting face will be in the exact same spot it would have been if you used the middle method so it wouldn't matter
the main disadvantage to the third method is if you ever wanted to resize your hallway you'd have to use the vertex tool and thats a pain in the ass (at least for me)
i personally use the top method cause i have the sloppiest brushwork imaginable and why bother fixing it now?
Re: Corners
Posted by Cash Car Star on
Mon Jul 30th 2007 at 3:07pm
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Vertex manipulation is crazy easy with QuArK
Re: Corners
Posted by Foxpup on
Mon Jul 30th 2007 at 11:30pm
Posted
2007-07-30 11:30pm
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If the outside is VISible (worldspawn), #3. If the outside is not VISible (void or func_wall), it doesn't really mater. Func_walls won't cause any crazy face-splitting on the floor/ceiling, but it the extra face will give you two extra polygons, so you should probably go with #3 instead of #1 (#2 would only be used if the outside is viod, for aesthetic reasons).
Better to be in denial than to be human.
Bill Gates understands binary: his company is number one, and his customers are all zeros.
Re: Corners
Posted by G.Ballblue on
Tue Jul 31st 2007 at 7:18am
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I do corner B, unless some sort of texture alignment scenario requires me to do choice C.
On one note though, (if this hasn't been mentioned already), corner C might split the floor and ceiling and generate more faces. I believe there are multiple topics out in existence that provide evidence that mittering edges usually generates more faces.
Of course, I do agree that at times, mittering edges and corners can make mapping very easy on the eyes. Especially when you're working on large scale maps.
Edit: Choice A, if I recall, is fine to do with outside facing edges. In fact, I think I heard that it's the best way to do them, due to face elimination/simplification/whatever. I could be wrong, however -- would someone care to expand on this?
Re: Corners
Posted by Cash Car Star on
Tue Jul 31st 2007 at 8:10am
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No, C will not cause bad face splitting. Why do you people
persist in this myth? The unused planes are discarded in the
early stages of the compile process. By the time the compiler is
cutting your floor and ceiling into triangles, the planes responsible
for the miter itself will be no more.
To reiterate: FACE SPLITTING WILL BE IDENTICAL BETWEEN ALL THREE.
An uncompiled map in Worldcraft/QuArK consists of brushes. A
compiled map does not. This issue is entirely about good mapping
practices, for your own sake. Very few experienced mappers use A
because the 'sloppy' brushwork creates a (marginally) more difficult
environment to deal with.
Re: Corners
Posted by Cash Car Star on
Wed Aug 1st 2007 at 7:11pm
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And if you want a retort, I would never confuse your work with that of an experienced mapper.
Re: Corners
Posted by Cash Car Star on
Wed Aug 1st 2007 at 11:08pm
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Zoner's? Get with 2004. Merl or Cagey's, PLEASE.
Re: Corners
Posted by $loth on
Sun Sep 30th 2007 at 2:13pm
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1st method I usually use, unless each side has a different texture, then i'll do no.3