walls overlap?
Moderator: Moderators
walls overlap?
is it good to have walls overlap (or intersect at corners), or to have one end AT the side of another wall.... sorry if it makes no sense, if you need a picture, i can show one if needed (i'll try)
Tltrude will be able expand on this or maybe someone better qualified than me, brushes shouldnt overlap as was explained above, you get z-fighting in the game, which just means the textures kinda shimmer strangely, however I think you can bury the end of a brush inside another brush,
eg. you could have a wooden pillar that went into the floorboards, it shouldn't cause z-fighting but the only use for this technique I have found is when making arches.
Hope that made at least a little sense.
eg. you could have a wooden pillar that went into the floorboards, it shouldn't cause z-fighting but the only use for this technique I have found is when making arches.
Hope that made at least a little sense.
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The Spartan ephors sent back a one word reply: "If".
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
No matter what the case, the brushes in your map should not overlap.
Burying the bottom of a pillar into the floor is not such a good idea.
Although it won't cause z-fighting because the brush surfaces do not occupy the same plane, it can cause problems if the brushes occupy the same area. (Because, among other things, you are creating extra portals within brushes)
The possibility exists that some polys of your brushes won't be rendered in-game, and also you are creating more work for the compiler.
Primitives, as Alcoholic stated, such as LOD terrain, patches, square cylinders, etc. do not cause the same adverse effects when overlapping with structural brushes, as long as brush faces are not on the same plane (z-fighting will still occur).
So, everytime you use a structural brush, it is better to butt it up against the adjacent brush(es) instead of just stretching it into the brush(es).
Kill ya Later!
Burying the bottom of a pillar into the floor is not such a good idea.
Although it won't cause z-fighting because the brush surfaces do not occupy the same plane, it can cause problems if the brushes occupy the same area. (Because, among other things, you are creating extra portals within brushes)
The possibility exists that some polys of your brushes won't be rendered in-game, and also you are creating more work for the compiler.
Primitives, as Alcoholic stated, such as LOD terrain, patches, square cylinders, etc. do not cause the same adverse effects when overlapping with structural brushes, as long as brush faces are not on the same plane (z-fighting will still occur).
So, everytime you use a structural brush, it is better to butt it up against the adjacent brush(es) instead of just stretching it into the brush(es).
Kill ya Later!
overlap
Overlapping brushes also cause weird lighting problems (shadows and dark spots). If you have a post sticking into a floor, cut it off or move the edge even with the floor surface. Then caulk the bottom of it.
Patch Mesh and LOD Terrain are not brushes, so it is ok to overlap them into brushes or eachother. But, you still have to watchout for Z-fighting (when two textures fight for the same space). And models can overlap too.
Patch Mesh and LOD Terrain are not brushes, so it is ok to overlap them into brushes or eachother. But, you still have to watchout for Z-fighting (when two textures fight for the same space). And models can overlap too.
yeah, and brushes can split up other brushes. this doesnt really apply to mohaa, but you can see in this counter-strike picture how brushes split up each other, even though it looks like one brush in the editor.
http://countermap.counter-strike.net/Tu ... ample1.jpg
http://countermap.counter-strike.net/Tu ... ample1.jpg
