Many Objects In A Func_wall
A_Boojum_Snark
Join Date: 2003-09-07 Member: 20628Members
<div class="IPBDescription">ones that are all around the room</div> Would it cause any problems to make several objects all around a room one single func_wall? for example, I have a catwalk overhead, some grating at the front of the room, and some at the back, All using {textures. Would it cause any problems to make these all one entity?
I ask because I know in TFC if you did this you couldn't build things between the pieces. I tested this in NS and you can still build, but I'm wondering if there are any other problems people know of.
Not to mention this would lower entity count <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
edit: typo
I ask because I know in TFC if you did this you couldn't build things between the pieces. I tested this in NS and you can still build, but I'm wondering if there are any other problems people know of.
Not to mention this would lower entity count <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
edit: typo
Comments
Also, sometimes weird things can happen if you just include too much. Simply try and you'll see if this happens.
Also, sometimes weird things can happen if you just include too much. Simply try and you'll see if this happens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I tried making a long line of pipes through one part of my WIP map, func_wall creates a leak if stretched out too far with multiple brushes.
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I think it may be the case that a func_wall will create a leak if it's selection box stretches into the void. Not sure about that but that could be the cause of your pipes creating a problem <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yes, or if the pipes touch the void in an way, even if they are 'in' a real wall brush they can cause it, if they go all the way through to the edge of the real wall brush that touches the void.
know what i mean? or did i confuse you more.... maybe i'll just put my sign back on.
Actually, it's the origin point of a brush entity (including a func_wall) that can't be in the void during compiles. If no origin brush is used, the origin is the center point of the max and min coordinates for the object. It's legal to add a single origin textured brush to any brush entity to move the origin to the center point of the brushes' max and min coordinates. If you have a func_wall with a center in the void, adding an origin brush that's safely in the map to the func_wall will prevent the leak from being reported.
I use this trick to place func_illusionary entities outside of my levels behind NULL textured areas, creating illusionary sections of the map that *can't* be exploited by the commander because they aren't physically present. I usually also turn off the func_illusionary from the commander's view, making the level appear cleaner from above.
An alternate cause for a brush entity leak is an actual hole in the hull of your level that is reaching the entity's origin on the inside.
dont hurt me cagey ... *cowers*
dont hurt me cagey ... *cowers* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's OK, Cagey scares me too Shen, just don't argue with him about copyrights or tell him you can use any WAD in any project for any mod. It gets ugly... I promise you. *runs*
~ DarkATi
Somebody call a pointfile quick!!!!
~ DarkATi