WadeV1589 Posted April 4, 2004 Share Posted April 4, 2004 45-degree joints between brushes that make a 90-degree angle are best, like so: From what I remember 45 degree joins are bad for BSP size and speed; I swear that's true. It's best to make brushes touch in the regular 90 degree way and caulk the face of the brush that touches the other brush. Link to comment Share on other sites More sharing options...
Jlowry1974! Posted April 4, 2004 Share Posted April 4, 2004 Originally posted by wedge2211 It's not just compile time...it's game engine issues. If you have textures being drawn offscreen (because they are on a brush that extends into the next one), that will suck up resources. Also, you'll get sparklies--a nasty visual effect that makes maps look very unprofessional. I follow what you're saying, like I said I'm new, good info though thanks Link to comment Share on other sites More sharing options...
wedge2211 Posted April 4, 2004 Share Posted April 4, 2004 Originally posted by WadeV1589 From what I remember 45 degree joins are bad for BSP size and speed; I swear that's true. It's best to make brushes touch in the regular 90 degree way and caulk the face of the brush that touches the other brush. Really? Do you know why this is? I think Leslie Judge had done some experiments and the 45-degree joints prevented some problems during the light stage, like colored light leaking outside of the walls that were supposed to contain it. The other thing is that if you have to texture the OUTSIDE of that L-shaped junction, a 45-degree joint will allow you to only have to texture two surfaces, rather than three that you would have to take care of if you did this: _____ _____| <-- one surface || <-- two surfaces || If that happens, the engine has to take care of two surfaces that really coincide (I think--that may be old SOF2MAP know-how, back when the -meta flag didn't exist). There are also some shapes that I found the best way to build them anyways was with angled joints. And...I plan to be a real engineer, not just a game engineer, so I like to keep myself rooted in the real world. It may jsut be a matter of preference, but if there are real performance drawbacks, I'll have to keep that in mind. Link to comment Share on other sites More sharing options...
WadeV1589 Posted April 4, 2004 Share Posted April 4, 2004 Looking around the best I can find is the reason you should avoid it is it overcomplicates the BSP making it bigger and more complex than in necessary. In some situations it's probably a good idea though (like your exterior texturing of the L shape there) but if you don't need to texture the outsides then you really should not be mitering them. Also if the tri count is low then the benefits will be insignificant, you only really need to do it when you've got excess triangles on screen and so every little helps. Link to comment Share on other sites More sharing options...
Ockniel Posted April 4, 2004 Share Posted April 4, 2004 Originally posted by Jedi_Vogel Some of us run on a budget and can't afford Max. However, I know I will have to model eventually, but is GMax (with that extra addon thing for glm export and the only one I can afford!) ok for modelling. yes this is the mapping forum, but if I ask this question in moddeling I'll prolly get ignored!! what? are you talking about the free dl you can do? cause I dl it and you can only save in (.gmax) or something, how can I change it to (.md3)? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 14, 2004 Share Posted April 14, 2004 Originally posted by ahnil8tor03 what? are you talking about the free dl you can do? cause I dl it and you can only save in (.gmax) or something, how can I change it to (.md3)? Thats what I want to know... Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted May 1, 2004 Share Posted May 1, 2004 Only just spotted this but I think you need to download the free GMax Tempest addon to export md3... Link to comment Share on other sites More sharing options...
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