<!--QuoteBegin--JezPuh+Nov 23 2003, 12:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Nov 23 2003, 12:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You have got to be kidding me. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Sorry I probably should've mentioned this is....my 8th hour of even owning valve hammer.
<!--QuoteBegin--CommunistWithAGun+Nov 23 2003, 06:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Nov 23 2003, 06:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--JezPuh+Nov 23 2003, 12:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Nov 23 2003, 12:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You have got to be kidding me. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Sorry I probably should've mentioned this is....my 8th hour of even owning valve hammer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> In my 8th hour of hammer I made a map already <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--CommunistWithAGun+Nov 23 2003, 06:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Nov 23 2003, 06:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good for you, Im just asking for help <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> *points to all 10000 tutorials made on mapping with hammer*
<b>Step two:</b> Select the box and either press ctrl+H or go to Tools/Make Hollow. A prompt will come up, asking what wall width you want. A positive integer will hollow the box inward - a negative integer will hollow the box <i>outward</i> (inward is unquestionably best).
<b>PLEASE NOTE</b> that while this hollow tool method is acceptable for VERY simple brushes (like this box), it is usually much easier to simply construct the walld of the room out of brushes. It is important to remember that for lighting to work, the entire interioor space must be enclosed (absolutely no holes; this is called a 'leak'). Please use the hollow tool with caution, as more often than not it will screw up the brush, giving you an 'invalid solid structure.' Only use it on simple boxes as shown above - in time, you will eventually realize that it is much easier to just construct the box yourself. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--JezPuh+Nov 23 2003, 12:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Nov 23 2003, 12:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All you need. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Might have been a bit too advanced adding the light in for him <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Dubbilex+Nov 23 2003, 12:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Nov 23 2003, 12:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>PLEASE NOTE</b> that while this hollow tool method is acceptable for VERY simple brushes (like this box), it is usually much easier to simply construct the walld of the room out of brushes. It is important to remember that for lighting to work, the entire interioor space must be enclosed (absolutely no holes; this is called a 'leak'). Please use the hollow tool with caution, as more often than not it will screw up the brush, giving you an 'invalid solid structure.' Only use it on simple boxes as shown above - in time, you will eventually realize that it is much easier to just construct the box yourself. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> *points*
He's just learning, and I find the hollow tool much easier to learn with <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Pest+Nov 23 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pest @ Nov 23 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Got a Q: Does making a hollow box use less/more r_speeds than making it with 6 different brushes? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The same, it just makes 6 brushes out of the one, providing that you haven't made the initial brush an odd shape.
And Jemme, while it probably should, that's more work than is really necessary.
I did some fiddling around with DoD sometime ago (... hmm more than 1 year, nvm) ... and read somewhere you could save on poly's (?) if you build stuff this way.
<!--QuoteBegin--Jemme+Nov 24 2003, 01:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jemme @ Nov 24 2003, 01:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shouldnt a Box side allways look like this ...
<img src='http://www.xs4all.nl/~thoorens/NaturalSelection/Box1.jpg' border='0' alt='user posted image'> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Actually this reduces r_speeds, because if you make it like this: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> | | ______|_| ______ _| <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Half-life would cut the bottom bush like this: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> | | ______|_| ______|_| <!--c2--></td></tr></table><span class='postcolor'><!--ec2--> But if you make the corner like this: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> | | ______| | ______ \| <!--c2--></td></tr></table><span class='postcolor'><!--ec2--> It will sat like that, and so you will have lower r_speeds.
<span style='font-size:8pt;line-height:100%'>r_speeds might only lower by ~10 depends on the situation.</span>
It will NOT save w_polys, only if you missalign the texture. I find it easier to align the texture properly than to vertex edit everything. It will increase the planes count, odd angled surfaces are really bad for number of planes you are using since they will seldom get reused.
If you are still not getting it: Lets say you make a 16 sided cylinder with the arch tool and a 16 sided cylinder with the cylinder tool. One cylinder consists of 16 brushes, on of only one brush. If you align the textures on the 16 triangular polygons on the end caps so that it looks like just one polygon on the 16-brushed cylinder it will have exactly the same number of w_polys in the game. Those 16 triangular polygons on the endcaps lie in the same plane in during the compiling of the map and the compiler will merge them into one polygon if they have the same texture alignment.
However the cylinder with 16 brushes will just add lag to the map editor(which can be significant on big and complex maps) and will add towards the planes counts as 8 unnecessary and unlikely to be re-used planes are needed for the inside of the cylinder.
A number of polygons in the same plane will not get merged into one polygon during the compile if you cannot represent them with one convex polygon. A convex polygon can be discribed as a polygon with which a straight line drawn on the polygon only intersects 2 sides no matter how you draw it, or a polygon where a point light placed inside the polygon(in 2d of course) will "illuminate" all sides. The splintering of walls you get when you put a cylinder in contact with the wall is caused by this, the compiler wants to have only convex polygons and is forced to split the wall into many sides due to the circular hole in the polygon made by the cylinder.
The floor on the right is made out of 30x30 brushes(900) in the hammer editor, yet is only one w_poly in the game(gl_wireframe is set too 2), the floor on the left image is one made by one brush, it too is only one w_poly.
I assume you have your valve hammer editor set up properly too compile a map as well as select textures.
Here's how you can make a box map(no pictures included, I decided to go with a thousand words instead of a picture approach <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->).
choose file --> new
You might want to see what you map looks like textured in the 3d-view, to do this choose the "3d textured polygons" setting under the view drop-down menu at the top of the screen.
In the "texture group" panel(usually to the right) choose browse and pick a texture you like for your box. Lets start with the floor, so pick a floor texture.
Make sure Primitives is set under the "categories" drop-down menu. Primitives are simple brush based objects used to build your map. The other alternatives in this meny are prebuilt items made by VALVe, things like ashtrays and med-rechargers for regular half-life.
Under the "objects" dropdown menu, make sure block, is selected. A block is an object with 6 par-wise parallell sides forming right angles.
The grid size defaults to 64 units, this is a little chunky, you will need to choose a smaller grid size when making smaller objects like ladders and pillars. This can be done by pressing the "grid -" symbol located in the toolbar below the top menus by default.
Use the number keys, the magnifier tool(magnifying glass icon), or the mousewheel to zoom in and out in the view above which you are holding your mouse pointer.
Select the block tool, by default it is in the toolbar to the left. It's icon is a grey cube. It's shortcut is shift + B.
Locate the "top" view marked in the corner with the text "top(x/y)". Left click and drag out a square 512 units by 512 units, the panel at the bottom of the screen indicates size and position, You should see something like "512w 512l 64h" at the bottom when you have done this. Clicking and holding the left mousebutton inside the box bounded by dashed lines allows you to move your brush around. Look in the front or side views and move the brush to the hight you wish to have it. When you are satisfied with placement press return and the brush will be created. When you have the selection tool selected,(shift + S or click on the arrow icon) you can select your brush by left clicking near it's rim or it's center and it will turn red. To unselect left-click somewhere in the void. You can resize it by using left-click and draging at the white squares located in the middle of the sides or corners of the selected brush in the top, front or side view.
Select the camera tool(shift+C or click the camera icon) and locate your floor brush in the 3-d view. Holding the left mouse button allows you to adjust the direction of the camera, holding the right button allows you to 'strafe' up/down and left/right by moving the mouse. Holding both buttons togheter allows you to move backwards/forwards in the direction the camera is looking.
Select a new texture you would like to use as a wall.
Create a 4 new brushes 256 units tall(most wall textures are 256 units tall) that form a rectangular box around your floor and have their bottom face at the same hight as the floor. You can either extend the wall brushes to the bottom of your floor so they fit snuggly togheter, or extend the floor brush so that it touches(not intersects) the bottom side of all the walls(this is to prevent leaks, these are holes into the empty void outside your map, they prevent it from compiling correctly.).
The walls must also fit snuggly togheter, preferably they shall not overlap each other but merely touch to make sure the box is closed to the empty space.
Select a ceiling texture and create a brush for the ceiling and make it fit in snuggly leaving no gaps.
All the brushes of your box room are now in place.
If you are not happy with the alignment of the textures in your room choose the texture application tool(shift + A or the "Solved rubriks cube"-icon). A small window will popup showing the current texture you have selected. Select the face of the brush which properties you wish to adjust, simply left click on it in the 3-d view. Scale allows you to stretch your texture. Stretching textures to higher scales makes them look ugly and can lower your r_speeds(the number of currently visible world polygons(w_polys) is often refered to as r_speeds since the console command to view the number of w_polys is r_speeds 1). Shrinking textures can increase your r_speeds.
Hide mask hides the "red-paint" on the select face to allow you to see better if you find it hard to see if this texture is well aligned.
Shift moves the texture along the surface of the face you have selected, use this to move the texture into place so that the top-most part of the walltexture is aligned with the ceiling and the lower-most part with the floor. When you are happy with the placement of your textures you have your box basically done. You need to put in lighting and a player spawn so you can walk around inside your box.
Select the entitity tool(light bulb or shift + e). Look under the "categories" drop down menu, it now says "(entities)", under "objects" choose light. This is a point based light which casts light in all directions which decreases as 1/distance^2 by default and is yellowish white by default. Left click in the middle of your box in one of the views, then move the small green box in one of the other views so it is in the middle of your box, then press enter.
A small lightbulb will appear in the 3d-view, it will look as a small purple box in the other views. Choose the selection tool and select the light. When it is selected, right click on it in one of the 2d-views and choose properties. Select brightness and click on pick colour, choose one you like. It is best to choose something which is not monochrome looking(pure blue/red/green/yellow/purple/cyan are very ugly in game, at least when used as the main light source in a room). In the box over pick colour 4 values will appear, they are red blue green and brightness in that order. Since you allready picked the colour with the colour picker you do not need to enter a value manually but you may wish to set the brightness. By default it will be more than bright enough for such a small room.
You know have a very basic lighting done in your room. Choose the entity tool and put in an info_player_start(this is a spawn point for the ready room). If you wish to play as kharaa or marine in your room also place an info_team_start(near the end of the list, which is not completely inalphabetical order). Edit it's properties, team one is a marine, team 2 is an alien. If you decide to put several of them in, make sure they aren't too close. Also make sure the player starts do not overlap the wall brushes of your map or you will get stuck on spawn.
To avoid onos stuck issues you need to compile with the nshulls.txt file. It should be simple enough to just search the mapping forum for "hull file" or "onos stuck" to find a short post from someone answering the questions you may have about this.
Txs for the VERC link Kage, I know which tutorial is refered to by the way. I have it on paper here somewhere ... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Anyways what I understood from the article is that doesn't reduce r_speeds but could increases plane counts.
As far as its use it should only be used when you need to wrap textures around angles.
Txs for the intel ya all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> , and I hope I can put some time into mapping for NS soon.
I have been proven wrong. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
The real question is not whether or not mitering reduces wpolies when used on 90 degree corners, but whether or not it reduces wpolies when used on 270 degree corners.
<!--QuoteBegin--Vigil+Nov 27 2003, 01:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vigil @ Nov 27 2003, 01:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The real question is not whether or not mitering reduces wpolies when used on 90 degree corners, but whether or not it reduces wpolies when used on 270 degree corners. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ... and that is what they have been talking about. There isn't even any reason why it would reduce polies on 90 degree corners. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Apparently I need to shoot someone for misleading myself into a false sense of hope <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> (if you can decrypt that you know who i'll mean; answer at the bottom)
I'd been told of some speculation about mitering but never could be bothered to find out about it...
//Me looks forward to the inevitable "de-mitering process"
Oh well, thanks for pointing this out and at least i haven't done too much mitering on my ns_map
Comments
Sorry I probably should've mentioned this is....my 8th hour of even owning valve hammer.
What? STAY BACK!! YOU WON'T GET THE .RMF!! STAY BACK I SAY!! *argh*
Sorry I probably should've mentioned this is....my 8th hour of even owning valve hammer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
In my 8th hour of hammer I made a map already <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
(arc_crazy_science)
*points to all 10000 tutorials made on mapping with hammer*
<img src='http://www.autominer.org/delta/dubbilex/stepone.jpg' border='0' alt='user posted image'>
<b>Step two:</b> Select the box and either press ctrl+H or go to Tools/Make Hollow. A prompt will come up, asking what wall width you want. A positive integer will hollow the box inward - a negative integer will hollow the box <i>outward</i> (inward is unquestionably best).
<img src='http://www.autominer.org/delta/dubbilex/steptwo.jpg' border='0' alt='user posted image'>
<b>Step Three:</b> Press the OK button. Hammer will hollow the brush using the specifications that you put in the hellow dialog box.
<img src='http://www.autominer.org/delta/dubbilex/stepthree.jpg' border='0' alt='user posted image'>
<b>PLEASE NOTE</b> that while this hollow tool method is acceptable for VERY simple brushes (like this box), it is usually much easier to simply construct the walld of the room out of brushes. It is important to remember that for lighting to work, the entire interioor space must be enclosed (absolutely no holes; this is called a 'leak'). Please use the hollow tool with caution, as more often than not it will screw up the brush, giving you an 'invalid solid structure.' Only use it on simple boxes as shown above - in time, you will eventually realize that it is much easier to just construct the box yourself. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Might have been a bit too advanced adding the light in for him <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
*points*
He's just learning, and I find the hollow tool much easier to learn with <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
omni_blake@hotmail.com
<img src='http://www.xs4all.nl/~thoorens/NaturalSelection/Box1.jpg' border='0' alt='user posted image'>
The same, it just makes 6 brushes out of the one, providing that you haven't made the initial brush an odd shape.
And Jemme, while it probably should, that's more work than is really necessary.
Edit: Just noticed that that tutorial was written by KFS. Small world.
<img src='http://www.xs4all.nl/~thoorens/NaturalSelection/Box1.jpg' border='0' alt='user posted image'> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually this reduces r_speeds, because if you make it like this:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> | |
______|_|
______ _|
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Half-life would cut the bottom bush like this:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> | |
______|_|
______|_|
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
But if you make the corner like this:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> | |
______| |
______ \|
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
It will sat like that, and so you will have lower r_speeds.
<span style='font-size:8pt;line-height:100%'>r_speeds might only lower by ~10 depends on the situation.</span>
It won't save you any wpolies.
If you are still not getting it: Lets say you make a 16 sided cylinder with the arch tool and a 16 sided cylinder with the cylinder tool. One cylinder consists of 16 brushes, on of only one brush. If you align the textures on the 16 triangular polygons on the end caps so that it looks like just one polygon on the 16-brushed cylinder it will have exactly the same number of w_polys in the game. Those 16 triangular polygons on the endcaps lie in the same plane in during the compiling of the map and the compiler will merge them into one polygon if they have the same texture alignment.
However the cylinder with 16 brushes will just add lag to the map editor(which can be significant on big and complex maps) and will add towards the planes counts as 8 unnecessary and unlikely to be re-used planes are needed for the inside of the cylinder.
A number of polygons in the same plane will not get merged into one polygon during the compile if you cannot represent them with one convex polygon. A convex polygon can be discribed as a polygon with which a straight line drawn on the polygon only intersects 2 sides no matter how you draw it, or a polygon where a point light placed inside the polygon(in 2d of course) will "illuminate" all sides. The splintering of walls you get when you put a cylinder in contact with the wall is caused by this, the compiler wants to have only convex polygons and is forced to split the wall into many sides due to the circular hole in the polygon made by the cylinder.
<img src='http://hem.bredband.net/congal/temp/HalfLife05.jpg' border='0' alt='user posted image'>
Here's how you can make a box map(no pictures included, I decided to go with a thousand words instead of a picture approach <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->).
choose file --> new
You might want to see what you map looks like textured in the 3d-view, to do this choose the "3d textured polygons" setting under the view drop-down menu at the top of the screen.
In the "texture group" panel(usually to the right) choose browse and pick a texture you like for your box. Lets start with the floor, so pick a floor texture.
Make sure Primitives is set under the "categories" drop-down menu. Primitives are simple brush based objects used to build your map. The other alternatives in this meny are prebuilt items made by VALVe, things like ashtrays and med-rechargers for regular half-life.
Under the "objects" dropdown menu, make sure block, is selected. A block is an object with 6 par-wise parallell sides forming right angles.
The grid size defaults to 64 units, this is a little chunky, you will need to choose a smaller grid size when making smaller objects like ladders and pillars. This can be done by pressing the "grid -" symbol located in the toolbar below the top menus by default.
Use the number keys, the magnifier tool(magnifying glass icon), or the mousewheel to zoom in and out in the view above which you are holding your mouse pointer.
Select the block tool, by default it is in the toolbar to the left. It's icon is a grey cube. It's shortcut is shift + B.
Locate the "top" view marked in the corner with the text "top(x/y)". Left click and drag out a square 512 units by 512 units, the panel at the bottom of the screen indicates size and position, You should see something like "512w 512l 64h" at the bottom when you have done this. Clicking and holding the left mousebutton inside the box bounded by dashed lines allows you to move your brush around. Look in the front or side views and move the brush to the hight you wish to have it. When you are satisfied with placement press return and the brush will be created. When you have the selection tool selected,(shift + S or click on the arrow icon) you can select your brush by left clicking near it's rim or it's center and it will turn red. To unselect left-click somewhere in the void. You can resize it by using left-click and draging at the white squares located in the middle of the sides or corners of the selected brush in the top, front or side view.
Select the camera tool(shift+C or click the camera icon) and locate your floor brush in the 3-d view. Holding the left mouse button allows you to adjust the direction of the camera, holding the right button allows you to 'strafe' up/down and left/right by moving the mouse. Holding both buttons togheter allows you to move backwards/forwards in the direction the camera is looking.
Select a new texture you would like to use as a wall.
Create a 4 new brushes 256 units tall(most wall textures are 256 units tall) that form a rectangular box around your floor and have their bottom face at the same hight as the floor. You can either extend the wall brushes to the bottom of your floor so they fit snuggly togheter, or extend the floor brush so that it touches(not intersects) the bottom side of all the walls(this is to prevent leaks, these are holes into the empty void outside your map, they prevent it from compiling correctly.).
The walls must also fit snuggly togheter, preferably they shall not overlap each other but merely touch to make sure the box is closed to the empty space.
Select a ceiling texture and create a brush for the ceiling and make it fit in snuggly leaving no gaps.
All the brushes of your box room are now in place.
If you are not happy with the alignment of the textures in your room choose the texture application tool(shift + A or the "Solved rubriks cube"-icon). A small window will popup showing the current texture you have selected. Select the face of the brush which properties you wish to adjust, simply left click on it in the 3-d view. Scale allows you to stretch your texture. Stretching textures to higher scales makes them look ugly and can lower your r_speeds(the number of currently visible world polygons(w_polys) is often refered to as r_speeds since the console command to view the number of w_polys is r_speeds 1). Shrinking textures can increase your r_speeds.
Hide mask hides the "red-paint" on the select face to allow you to see better if you find it hard to see if this texture is well aligned.
Shift moves the texture along the surface of the face you have selected, use this to move the texture into place so that the top-most part of the walltexture is aligned with the ceiling and the lower-most part with the floor. When you are happy with the placement of your textures you have your box basically done. You need to put in lighting and a player spawn so you can walk around inside your box.
Select the entitity tool(light bulb or shift + e). Look under the "categories" drop down menu, it now says "(entities)", under "objects" choose light. This is a point based light which casts light in all directions which decreases as 1/distance^2 by default and is yellowish white by default. Left click in the middle of your box in one of the views, then move the small green box in one of the other views so it is in the middle of your box, then press enter.
A small lightbulb will appear in the 3d-view, it will look as a small purple box in the other views. Choose the selection tool and select the light. When it is selected, right click on it in one of the 2d-views and choose properties. Select brightness and click on pick colour, choose one you like. It is best to choose something which is not monochrome looking(pure blue/red/green/yellow/purple/cyan are very ugly in game, at least when used as the main light source in a room). In the box over pick colour 4 values will appear, they are red blue green and brightness in that order. Since you allready picked the colour with the colour picker you do not need to enter a value manually but you may wish to set the brightness. By default it will be more than bright enough for such a small room.
You know have a very basic lighting done in your room. Choose the entity tool and put in an info_player_start(this is a spawn point for the ready room). If you wish to play as kharaa or marine in your room also place an info_team_start(near the end of the list, which is not completely inalphabetical order). Edit it's properties, team one is a marine, team 2 is an alien. If you decide to put several of them in, make sure they aren't too close. Also make sure the player starts do not overlap the wall brushes of your map or you will get stuck on spawn.
To avoid onos stuck issues you need to compile with the nshulls.txt file. It should be simple enough to just search the mapping forum for "hull file" or "onos stuck" to find a short post from someone answering the questions you may have about this.
Anyways what I understood from the article is that doesn't reduce r_speeds but could increases plane counts.
As far as its use it should only be used when you need to wrap textures around angles.
Txs for the intel ya all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> , and I hope I can put some time into mapping for NS soon.
... and that is what they have been talking about.
There isn't even any reason why it would reduce polies on 90 degree corners. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I'd been told of some speculation about mitering but never could be bothered to find out about it...
//Me looks forward to the inevitable "de-mitering process"
Oh well, thanks for pointing this out and at least i haven't done too much mitering on my ns_map
Answer: ->Me <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <-Myself