connect brushes

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UZZIEL
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connect brushes

Post by UZZIEL »

HI!

Is there any way to connect brushes 2 one :?:
sorry dont know what 2 look after in search.
If you grab in toilets don´t wonder that your hands are brown.
TheShiznaeSpe
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Post by TheShiznaeSpe »

nope 8)
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tltrude
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Post by tltrude »

You can use "func_group" or "script_object" on your brushes to make them a single entity. But, you can't make them a single brush.
Tom Trude,

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lazyboy
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Post by lazyboy »

how the hell do u use brushes?
YO!!
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tltrude
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Brushes

Post by tltrude »

Brushes are the little building blocks that maps are made of.
Tom Trude,

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lazyboy
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Post by lazyboy »

thanks!! :D
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wacko
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Post by wacko »

Look at this thread:This is how brushes sometimes can be joined

about what tltrude said: having made several brushes a single entity, you only have to select one of the brushes and then press ctrl+e to select all entity's brushes. Just in case you didn't know :wink:
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UZZIEL
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jo

Post by UZZIEL »

thx for ya help - some good information in this thread.
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General Death
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Re: connect brushes

Post by General Death »

UZZIEL wrote:HI!

Is there any way to connect brushes 2 one :?:
sorry dont know what 2 look after in search.
Yes you can!!! But the option thats in the mohr that lets you merge(Image) brushes is really a waste. It will merge two brushes into one if they are both the same thinkness and width. If they differ in either you will get "Cannot add a set of brushes with a concave hull.". What that means I dont know. Wish that option worked though....would really cut down on the faces :)
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wacko
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Post by wacko »

If two brushes have one face in common, select both and press Ctrl + u

In the thread I mentioned above is a picture to explain it.
nihilo
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Post by nihilo »

MOHAA's engine has a big don't built into it: concave brushes. So, when it says: "Cannot add a set of brushes with a concave hull," it saying that if you were to add those to brushes the result would be concave and therefore bad. Try making a concave brush by editing edges or verticies and you'll run into problems immediately.

The only exceptions are patch meshes and LOD terrain but those are really different cases.
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