Carve warz..

JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
<div class="IPBDescription">It's on...</div>Posted: Mar. 21 2002,10:16    

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As it says in the Mapping Forum FAQ, ask these kinds of questions (non NS related) at Valve-ERC.

And most people on here will tell you that Carve is evil.

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The line that started it all:
"Or Bob!"



Thus is what Molec said..before he locked the topic..Well, I mock thee. For carve is my friend, my allie. With Carve, great things can be done, and it is not a scourge, but a helpful friend, the HW Guy guarding your sniping spot, so to say.

Carve is not an evil option. It is like a knife. It can be used to help..OR TO KIIIILLL...

However, it all depends on the skill of the user...For instance, if you suck at carving, then your carving will suck and you'll hate carving. If you're good at carving, enjoy carving, thing it's funny to put holes in the floors for marines to fall to their deaths from, make vents for aliens to climb through, only to fall into a pool of lava, or just plain want to make a decent map, Carving is your best friend.


In conclusion...

Carve Command R0xx0rz3d Th3 F0xx0rz!

Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    You -do- realize the reason I locked the thread is because the question is for Valve-ERC, not NS, right?
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    I know. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> You just locked it before I could comment on Carving. I've gotta make a stand for the poor, underestimated, hated-through-no-fault-of-it's-own carve function.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Before this gets moved/locked/deleted (as it probably should), I just want to point out that there are 2 real reasons why the carve function is frowned upon, even by those who know what they're doing.

    #1.  The carve function, at least in Worldcraft, is buggy.  Every time I have selected a brush and hit carve, the carve affects EVERYTHING in the map, even brushes that are not in direct contact with the carving brush.  I always have to undo the carve, select the brush again, and click carve a second time.  Only on the second attempt does the carve limit itself to the brushes in direct contact.

    #2.  Cylinder vertices do not always meet the grid, even at the 1 unit resolution.  If someone relatively new to WC creates a cylinder, jams it through a wall, and carves with it, chances are more than likely that the resulting mess will have gaps when the map is compiled.  This is because the resulting carved brush vertices will be forced to the nearest whole unit approximation.  So really, by the time someone spends cleaning up the vertices after a cylinder carve, they could have simply built the carved shape manually.

    This isn't to say that I am one of those who never under any circumstances uses the carve function.  I have used it before, carefully, in instances where it could be used to save a little time, but that is <i>almost</i> never the case.



    <!--EDIT|Relic25|Mar. 21 2002,12:37-->
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    <!--QuoteBegin--Relic25+Mar. 21 2002,12:34--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Relic25 @ Mar. 21 2002,12:34)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Before this gets moved/locked/deleted (as it probably should), I just want to point out that there are 2 real reasons why the carve function is frowned upon, even by those who know what they're doing.

    #1.  The carve function, at least in Worldcraft, is buggy.  Every time I have selected a brush and hit carve, the carve affects EVERYTHING in the map, even brushes that are not in direct contact with the carving brush.  I always have to undo the carve, select the brush again, and click carve a second time.  Only on the second attempt does the carve limit itself to the brushes in direct contact.

    #2.  Cylinder vertices do not always meet the grid, even at the 1 unit resolution.  If someone relatively new to WC creates a cylinder, jams it through a wall, and carves with it, chances are more than likely that the resulting mess will have gaps when the map is compiled.  This is because the resulting carved brush vertices will be forced to the nearest whole unit approximation.  So really, by the time someone spends cleaning up the vertices after a cylinder carve, they could have simply built the carved shape manually.

    This isn't to say that I am one of those who never under any circumstances uses the carve function.  I have used it before, carefully, in instances where it could be used to save a little time, but that is <i>almost</i> never the case.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I don't See WHY it should be Moved/Locked/Deleted, and even those you might not of meant offense, I actually find it offensive that such a thing should be suggested.

    As for your first thing, I'm a crappy mapper. You won't find anyone crappier than me at it. Yet, I've NEVER had that happen to me. Ever.

    I've also never experienced the problem in example two there, either. In fact, I've only had ONE Leak Error in all the little crappy maps I've made...and only then because I accidentally hit the delete key.


    I, myself, use the carve function for ALL my doorways, Hallways, shafts, tunnels, pits, Etc. and I find that it works pretty damn good.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    *sigh* No matter what it is, you can always count on one person out there to cry out, "It never happens to me!?", or "I never have that problem!"

    Just because it hasn't happened to you (yet) doesn't mean it doesn't happen at all.  All I'm doing is giving you the facts.

    Oh, and the reason I commented about moving/locking/deleting this thread was because the thread is nothing more than an emotional appeal that, whether you intended it to or not, will most likely just end up as a flame war.



    <!--EDIT|Relic25|Mar. 21 2002,13:08-->
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    what about all the posts with people bad talking Carving? I, for one, Love carving. It's fun. It amuses me. It helps me do things I can't understand how to do anywhere else.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Carve has it's uses.  It <i>can</i> save a lot of fiddly vertex manipulation.  I don't use it as much a Jedisar but I do use it.  I have seen a carve effect brushes that are not in contact and I always check surrounding areas after a carve, to look for side effect.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    It's not carve thats the problem, it's the person using it incorrectly.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I only ever carve if I want an archway of sorts. And even then I do it under VERY controlled conditions, and make sure there's no possible way the carve could mess up the rest of the map.

    One time I carved, and the ENTIRE MAP was split up too. It was just crazy.

    I once came across a guy on a TFC server who claimed that he carved EVERYTHING. As if he were making an Unreal map, and carving was some sort of 'subtractive brush' tool.

    I told him that I never carved and that I made each brush by hand (including the duplicate feature). He laughed at me and called me a n00b and said it must take me ages to make anything decent. I chuckled and, well...chuckled some more <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    That's an example of someone who doesn't know how to map. Carving isnt necesarrily evil, but more often than not, its easier to just do the same thing with a combination of hte clip tool and the vertex tool.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--n@rby+Mar. 21 2002,14:08--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (n@rby @ Mar. 21 2002,14:08)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->It's not carve thats the problem, it's the person using it incorrectly.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Okay.  You got me.  I'm a complete newbie, and I have no idea what I'm doing.  Those "bugs" of the carve tool are really just a sad excuse for my total lack of knowledge and ability to use it correctly.  My bad.  Maybe I should look into farming as a hobby, since I can't seem to get the hang of this "mapping" thingy.

    </sarcasm>

    Apologies for the obvious flame post.  I guarantee it will never happen again.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I only ran into the problem of the carve tool cutting up other stuff a couple times... I still use it today in some places, but am extremely careful to watch for the times when it decides to spaz out and eat up the level.

    Hasn't happened recently to me, but you've gotta be careful with that thing... It's got a mind of its own. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    - Edit-
    I say the thing is whacked... How, exactly, do you use it correctly, N@rby? Serious question. I think a lot of us could benefit if there was a better method or technique to use... though I can't imagine there being that many possiblities...

    -Edit 2-
    Ah... I see your point narb... posted the last edit while you were replying or something...



    <!--EDIT|ken20banks|Mar. 21 2002,13:44-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    woa relic easy tiger, that was a general statement about when people carve badly (ie a cylinder into a block)

    It was reference to what carved is used for, not how its used.
    I know the carve tool has issues, it always has.



    <!--EDIT|n@rby|Mar. 21 2002,14:44-->
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    "Tip #1
    Build brushes individually. This may sound obvious, but there are still people out there who construct their maps by hollowing out brushes, and carving hallways in between 'rooms'. Don't. It may be quick, but in the long run, your levels will be much easier to maintain and will help you express your ideas easier if each brush is placed individually."

    wh00ps, how did that information about mapping all of you probably knew about from before come here? <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    <a href="http://www.valve-erc.com/resources/?page=hltips" target="_blank">...source...</a>
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Don't take me seriously N@rb. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    I just felt like venting, and yours happened to be the easiest quote to grab.  Even though I quoted you, my sarcasm wasn't aimed at you.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    too late for that, i'm distrort.


    *runs away in tears*
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The first time I carved I used it to pop square holes in square brushes. Of course no bugs occured from that, it's so dead simple after all. Then I tried carving a circular hole in a circular brush at a non-90 degree angle.

    EWWWWWWWWWWWW.

    After a few more attempts I gave up on that crazy endeavour. I also began to notice it's odd behaviour when it came to carving brushes that weren't nearby. After a while I gave up and did everything manually with vertex manipulation or the occasional clipping tool.

    Over a year later I haven't found many uses for Carve. Except for one sadistic purpose...

    1. Grab a copy of someone's .rmf
    2. Select entire map
    3. Copy
    4. Paste
    5. Rotate the pasted copy 45 degrees
    6. Carve
    7. Send .rmf copy back to mapper
    8. Enjoy
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    Ok, here we go again:
    <img src="http://yolmer.homestead.com/files/dontdothis.JPG" border="0">
    See how ###### up the original brush is?

    <img src="http://yolmer.homestead.com/files/dothis.JPG" border="0">
    Here is an identical hole made properly. Better huh?
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    top one looked okay to me.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    Yeah, but when you get those rays shooting off in all directions, it gets hard to manage if you need to rearrange the brushwork or change some details.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    those rays look cool <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->top one looked okay to me.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    someone is obviously blind . . .
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Is (will) there (be) any difference on r_speeds on those two shots? Are there any more reasons to have it like the lower picture else than it's more easy to edit?

    ---

    First I read a tutorial about how you could lower r_speeds, later to see that it wasn't true, thanks too  
    <a href="http://www.planethalflife.com/awmaps/tut_polymyth1.htm" target="_blank">Kungfusquirrel's site</a> :S
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    That all depends on how much area the split brush covers in the first shot and what the moxnodesize is during the compile.  As shown, the w-poly count would be lower by 4 (8 vs. 12) on the split face (pic 1).  BUT, if the area of the split in the 1st pic extends outside of the maxnodesize area, then the w-poly count will be higher in the 1st pic.  Also, the 2nd pic is easier on VIS and will not produce the horrible-looking light shading anomolies that can result from the splitting in the 1st pic.



    <!--EDIT|Relic25|Mar. 22 2002,10:17-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Yolmer, you can make your second image even more efficient by not using trapezoids. Use only triangles around the circular cut. You'll shave off a few w_polies that way. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    i don't trust carve.

    (it's good when u wanna #### something up though. like making some broken glass on the floor.)
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    <!--QuoteBegin--Yamazaki+Mar. 22 2002,10:20--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yamazaki @ Mar. 22 2002,10:20)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Yolmer, you can make your second image even more efficient by not using trapezoids. Use only triangles around the circular cut. You'll shave off a few w_polies that way. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I know, I am just a lazy ####### <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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