[QUOTE=laharlsblade;20624063]There are many, but I'd say mostly highly unoptimized maps overall, and microbrushes/leaks than can only be fixed by an entirely new brush. So don't do it. Use clip and vertex manipulation. If you need help on using either of those tools I believe you can find topics on them here:
[URL]http://developer.valvesoftware.com/wiki/Category:Level_Design[/URL]
Well I already answered #1, but as for # 2 there isn't much really, except never overlap them, and never have models inside them. Ever. It fucks up optimization. Oh, and never use models textures on a brush, as it causes weird lighting. And when your making water, make a nodraw block, and ONLY texture the faces you'll see (usually only the top) with the water texture. Oh, and never use dx7 or cheap water textures.
Man I just kept remembering things as I was typing.[/QUOTE]
I believe intersecting models is okay.
[QUOTE=Zally13;20624366]I believe intersecting models is okay.[/QUOTE]
Intersecting models and displacements intersecting brushes is fine since these don't fuck with VBsp.
Carve should be avoided because it basically takes the back brush and then clips along every plane of the object you're carving with, all at once, which often results in a horrendous number of extra brushes and off grid vertices causing small gaps in the world geometry. It's also not easily resizable.
FUUUUUUUUUUUUUUUUUUUUUUUUUAAAAAAAAAAAAAACK!!!!!!
Sorry.
I'll find some way to figure it out.
One more thing:
If I made an even bigger box around the outside of the main one, shouldn't that reinforce that there be no leaks?
[QUOTE=RayFanMan;20634649]FUUUUUUUUUUUUUUUUUUUUUUUUUAAAAAAAAAAAAAACK!!!!!!
Sorry.
I'll find some way to figure it out.
One more thing:
If I made an even bigger box around the outside of the main one, shouldn't that reinforce that there be no leaks?[/QUOTE]
Yes it would, but why would you do that? It makes the player render extra shit.
Where did you learn to map?
[QUOTE=Firegod522;20635595]Yes it would, but why would you do that? It makes the player render extra shit.
Where did you learn to map?[/QUOTE]
... Gawd. Don't say it. Please.
Anyway,[QUOTE=RayFanMan;20634649]
One more thing:
If I made an even bigger box around the outside of the main one, shouldn't that reinforce that there be no leaks?[/QUOTE]
Yeah, don't do that. It would work, but just don't. If you already carved, especially "a lot" like you said, just start over. Your map is already almost garunteed (sp?) to be plagued by glitches and poor optimization. Sorry. But for the future, if you just want to test a map, you can use the Cordon option (tool?) to make the most fps-efficient leak-proof seal for your map. It's the yellow/black striped box on the top of the Hammer view; clicking it toggles it on/off. The one next to it, the same picture with the red dots in the corners, allows you edit the dimensions in the same way you would a brush. Only things inside the cordon box will be rendered when you have it on and no leaks will occur.
Chill Firegod, this is my first real map, and I don't exactly know how the engine handles brushes, and I didn't know there was anything wrong with the carve tool. Of course I noticed it created strange geometry, but I didn't think it really mattered because it looked fine when looking at it in 3D.
Cool, didn't know about that Cordon thing.
[editline]04:29PM[/editline]
Oh and I learned to map from my anus. You happy?
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