Corner Construction

AsteriskAsterisk 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.

Comments

  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Isn't this the best way?
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
    <a href='http://collective.valve-erc.com/index.php?doc=1047005525-19966900' target='_blank'>http://collective.valve-erc.com/index.php?...005525-19966900</a>


    this article says differently. it uses more planes.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Well actually r_speed wise it does not matter at all, someone did a test on it and came to the conclusion that the texture alignment/scaling has more influence on the r_speeds then any of these corner types.
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
    edited June 2004
    i was referning to this paragraph

    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
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Well with the new compile tools any face touching the void is removed during the compile process, so they don't count towards the plane count limit anymore I should think.

    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
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited June 2004
    is the room on the inside or the outside of the corner? if its the inside use 1, if its on the outside, i use 2, purely coz i read that collective article aswell =]
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
    thank you for all your help.

    god bless your souls
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