Corner Construction
Asterisk
Join Date: 2003-02-22 Member: 13835Members, Constellation
<div class="IPBDescription">question about overlaping</div> i am starting a new map. and i am just now getting the the walls. i had trouble with my first map because faces of brushes were extending behind other brushes, makeing texture alignment very hard. i thought about mitering corners so that each face ended at each other but then i read that doing this can use more planes than needed. so i though what about aligning the brushes so the corners touched each other without overlap. is this ok to do or not. i am new to mapping and do not know. screenshot included.
1, is how i want to make corners.
2 is how i made them before.
1, is how i want to make corners.
2 is how i made them before.
Comments
this article says differently. it uses more planes.
Fact: Mitering corners increases plane counts
As Half-Life advances and levels created become more and more intricate, more and more original compiler limits are reached before mappers even finish their maps. One of the more deadly limits to large maps is the ever-so-feared planes limit. While tools are now being developed to optimize level plane counts, it's usually a good idea to still design with low plane counts in mind, as the plane-reducing tools may not always cut enough to be within the limit.
The problem arises from the way planes are derived. Each face in the map lies on a plane. This includes faces normally culled at compile-time by CSG. This means that the angles created at the intersections of brushes will each add their own plane. Faces across the map do share planes, but by placing faces unnecessarily at an angle, you create additional planes which are highly unlikely to line up anywhere else in the map. Note that not mitering corners will result in proper plane alignment every time. Again, this is a much more minor point, but still one that can be of concern.
i'm not worried about r speeds
Btw in my map I use all 3 types posted here.
- more detail/damage usually number 2
- standart hallways/architecture all 3 types (depends on how it turns out)
If you add equipment or other stuff inside the map just make sure that the faces not seen by the player (inside or near a wall/floor/ceiling) are textured in NULL
god bless your souls