Hollow
US-cobra-V
Join Date: 2003-08-10 Member: 19339Members
<div class="IPBDescription">why not?</div> first of all i'm totally new at mapping. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
why do i read everywhere not to make a cube and hollow it out to make a room out of it?
whats the problem with hollowing? if you hollow the cube and then ungroup it isn't it the same as placing 6 pieces togheter? (not to mention the time you win out of it)
thats all for now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
why do i read everywhere not to make a cube and hollow it out to make a room out of it?
whats the problem with hollowing? if you hollow the cube and then ungroup it isn't it the same as placing 6 pieces togheter? (not to mention the time you win out of it)
thats all for now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
The compilers are smarter than you give them credit for. You could create a flat wall using 256 tiny brushes, stretch 1 texture across them, and it'll generate exactly as many w_poly as if you had 1 brush with 1 texture.
The compiler splits faces along textures, not along brushes. Since it's coverting your map from CSG into a polygon mesh, it doesn't need to worry about brushes and can focus only on polygons.
Most of the time I see the "don't make anything hollow" suggestion as an addendum to the "carving is of the devil" thesis. While the first may be disputable, with complex structures the second one is true. Hammer can't really do too much in the way of carving well. I guess this is another example of why it's a good idea to post here instead of asking someone directly... you never know what kinds of misconceptions have been given to them.
Forgot to mention: r_speeds won't be affected by hollowing, since the extra ends are chopped off by the compile tools.
It can just become a bad habit. Hollowing a cube is one thing, but try hollowing a cylinder. Can be very ugly some times. Heck, carving with cubes can generally be safe when done properly (and knowing what it's going to do.) But, if you don't check to make sure it didn't cause some weird effects, you may run into trouble.
hollowing a sphere-ish object...
<img src='http://merkury.orcon.net.nz/Image1.gif' border='0' alt='user posted image'>