Inside3D!
     

Inside3d's Quake Mapping Tips & Tricks

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping
View previous topic :: View next topic  
Author Message
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Thu Feb 04, 2010 10:21 pm    Post subject: Inside3d's Quake Mapping Tips & Tricks Reply with quote

Hello.

I thought posting this would be a good idea because it is always nice to know the tips and tricks of something.

Post any mapping tips tricks, ideas and anything related here.

Tip

Don't merge brush's. If you merge brush's it creates z fighting and I believe it slows down the maps because it cuts the brush differently.
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Thu Feb 04, 2010 10:56 pm    Post subject: Reply with quote

Quote:
Don't merge brush's. If you merge brush's it creates z fighting and I believe it slows down the maps because it cuts the brush differently.


Why would you have two brushes touching sides on the same plane?

There are ways and reasons NOT TO.
_________________
My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake
Back to top
View user's profile Send private message Visit poster's website
mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Thu Feb 04, 2010 11:28 pm    Post subject: Reply with quote

It needn't slow down the map though. You'd be surprised how large a percentage of map slowdown is actually due to the renderer.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Back to top
View user's profile Send private message Visit poster's website
metlslime



Joined: 05 Feb 2008
Posts: 177

PostPosted: Fri Feb 05, 2010 2:27 am    Post subject: Reply with quote

what do you mean by "merge brushes?"

if you mean CSG merge that some editors support (radiant), there is nothing wrong with that.

if you mean overlapping brushes, there is nothing inherently wrong with that. It depends on how they overlap, if nothing is aligned to a grid and everything interpenetrates by a few units here and there, you could end up with a pretty unoptimized BSP. But if you have overlapping brushes that are cleanly constructed and adhere to a grid, its not really a problem.

if you mean a brush entity that has a surface which is coplanar and overlapping with a sufrace on another brush entity or the world, then yes, that will cause z-fighting.
Back to top
View user's profile Send private message
Willem



Joined: 23 Jan 2008
Posts: 73

PostPosted: Fri Feb 05, 2010 1:30 pm    Post subject: Reply with quote

Quote:
Why would you have two brushes touching sides on the same plane?

There are ways and reasons NOT TO.

That was a fairly common practice in the old days of mapping and I still do it today for a lot of things. Putting a sign on a wall, adding a detail panel to a long wall or large floor, etc. The BSP compiler always cuts that correctly so why would I break up the brushes manually?
_________________
www.wantonhubris.com
Back to top
View user's profile Send private message Visit poster's website
Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Fri Feb 05, 2010 9:15 pm    Post subject: Reply with quote

Quote:
Putting a sign on a wall, adding a detail panel to a long wall or large floor, etc.


You're right with that. It might depend on the engine if z-fighting is removed. I guess.
_________________
My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group