How Do You Create Windows In Radiant?

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HandyTech
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How Do You Create Windows In Radiant?

Post by HandyTech »

I want to "cut out" windows in instead of creating 4 brushes around the window. How can I do this? If you can't "cut out" the window, is it possible to "group" the pieces together to act as one brush? This seems possible although I don't know the button to push to make this happen.
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Nicolae Crisan
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Post by jv_map »

Hmm there is the CSG subtract button for this, but as it is said to be a bit buggy most would advise to manually construct the 4 brushes.

Another option would be to use the clipper tool (x)... it's pretty handy: you just make the 4 cuts needed for your window.

Oh and by their nature brushes always have to be convex, so a hollow shape of one brush (or a brush with a hole in it) isn't possible
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Post by HandyTech »

How about grouping the let's say 4 brushes after constructing the window manually? If I texture them individually, they will look "weird" so-to-speak. How can I "group" them together to create an even looking wall even though it's really multiple brushes. Ideas? :idea:

:arrow: This "Radiant" (http://eliteforce2.filefront.com/info/M ... arted_GTK2) features "CSG Merge". Is there a reason MOH doesn't? Or is there a different way to perform this function. The problem is that light is reacting differently to multiple brushes that run into each other thus you can see where the pieces come together, horrible! :)
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Post by jv_map »

See (your new thread, I'm putting the link here for passers-by)
/forum/viewtopic.php?t=13338

You will see no visible lines on brushes whose corners match, however when a corner of a brush meets a face of another brush you have a T-junction. q3map automatically fixes T-junctions so that no geometric cracking will occur. Verify if you want with r_showtris 1 that the geometry triangles have coincident vertices at your (original) T-junction. Unfortunately the fix is half-baked and does not apply to lightmaps. Thus for great lighting you have to fix (or avoid) T-junctions manually by mitering corners or splitting brushes.

Keep in mind that the 'objective' in mohradiant is not to create a map with as few brushes as possible. It's perfectly fine to split a brush to fix a T-juction, q3map would do so anyway. Except when you do it manually, the lightmap will be split as well, so the split will not be visible.

All in all though fixing T-junctions is mostly only worth the effort if the visual effect is pronounced. Many lighting problems are already ameliorated when you do a -final compile.
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