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Quake Matt

Joined: 05 Jun 2005 Posts: 129
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Posted: Tue May 08, 2007 1:31 am Post subject: Playing nice with the BSP compiler? |
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I've just started work on a new map but, after fiddling with a three-levelled floor for a few minutes, I've got a bit stuck deciding how best to place the brushes. Here's a pic:
It's a base-styled map with three floor levels (8 units apart, I think) to break up the flat surface and to help get a bit of extra height on the left-hand side. I've laid out my brushes with lots of criss-crossing, attemping to cut down on the amount of verticies, almost like you'd do for a low-poly model. My worry is that once I start adding details, the BSP compiler's going to break up my geometry and introduce more polys that it would otherwise.
So, basically, is it a good idea to continue doing this, or should I try to keep everything simple and ortho-aligned? |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Tue May 08, 2007 5:29 am Post subject: |
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I dunno if there's much mroe the compiler can do to that map, other than a few t-junctions.
Looks clean to me to the point of beauty
I dunno how obsessives actual mappers get about it though.
As for details, yeah they're going to break stuff up, but a clean map can't hurt. Just use the trick of making things actually 1 unit away from the floor/ceiling as much as possible and/or using func_walls if you don't mind no shadows, and I guess check out the wireframe after you load it up in a quake engine. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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