Multiple faced brushed.
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- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
Multiple faced brushed.
Sorry about all the posts, but I am on my 5th, 14 hour day and I can't stop! And to think I thought Mohaa the game was bad. I wonder if I could hit the broad side of a barn right now?
#1: Will making a brush into a multiple sidded object gain peformance. For instance, if I use three brushes to make up a complex shape, and I find a way to make it with one multiple faced brush, will that reduce fps?
#2: Just how concerned should one be with overlapping textures? While I understand the effect this has on your video card performance, I wonder if I am overdoing it by trying to having none. This seems to effect light bleed beneath walls and doors, so I imagine it has to be done at times????
#3: Can you glue two brushes together in Radient? Not the "detailed brushes" concept. more like taking two brushes shaped like pyramids and getting one brush that in the shape of a diamond?
#4 Can you create vertor points by any other way than changing the number of side? And if so, is this bad?
Thanks for all of your help!
Don't let anybody tell you that decompiling is all bad. I have learned more in the last few days than I did in the last four months working on my originals. While I have to fight bad habbits, and tons of redundant brushes, my interest has spiked ten fold.
#1: Will making a brush into a multiple sidded object gain peformance. For instance, if I use three brushes to make up a complex shape, and I find a way to make it with one multiple faced brush, will that reduce fps?
#2: Just how concerned should one be with overlapping textures? While I understand the effect this has on your video card performance, I wonder if I am overdoing it by trying to having none. This seems to effect light bleed beneath walls and doors, so I imagine it has to be done at times????
#3: Can you glue two brushes together in Radient? Not the "detailed brushes" concept. more like taking two brushes shaped like pyramids and getting one brush that in the shape of a diamond?
#4 Can you create vertor points by any other way than changing the number of side? And if so, is this bad?
Thanks for all of your help!
Don't let anybody tell you that decompiling is all bad. I have learned more in the last few days than I did in the last four months working on my originals. While I have to fight bad habbits, and tons of redundant brushes, my interest has spiked ten fold.
No need to be sorry for askin. Only be sorry for not askin and trying to release second rate maps.
ok i will try to do the best i can.
1.)From what i understand the faces will be reduce into the least amount of triangles it can to render an image. So you should be more worried about the number of faces than the number of brushes used to make it. So the more faces you have the lower the fps will be.
2.) Overlapping textures can really be annoying from a visual stand point.
From what i understand overlapping brushes can sometimes have a negative effect on vis as well.
3.) Yes hit ctrl+U and it will merge 2 brushes as long as it doesnt have a concave shape to it afterwards.
4.)i dont think i understand this one because why whould you want an extra vector point if you arent addin another side to a brush but yes i have accidentally done it but i dont understand the reason to do so.
Also i wont let anyone tell me a decompile is bad. i will just know it after seeing what a decompile looks like. If you think that is a good method for learning more power to ya but i believe you can mistake what you are lookin at there rather easily. Try to read tuts and keep askin questions and i think you will get where you need to be faster.
Hope this helps in some way.
ok i will try to do the best i can.
1.)From what i understand the faces will be reduce into the least amount of triangles it can to render an image. So you should be more worried about the number of faces than the number of brushes used to make it. So the more faces you have the lower the fps will be.
2.) Overlapping textures can really be annoying from a visual stand point.
From what i understand overlapping brushes can sometimes have a negative effect on vis as well.
3.) Yes hit ctrl+U and it will merge 2 brushes as long as it doesnt have a concave shape to it afterwards.
4.)i dont think i understand this one because why whould you want an extra vector point if you arent addin another side to a brush but yes i have accidentally done it but i dont understand the reason to do so.
Also i wont let anyone tell me a decompile is bad. i will just know it after seeing what a decompile looks like. If you think that is a good method for learning more power to ya but i believe you can mistake what you are lookin at there rather easily. Try to read tuts and keep askin questions and i think you will get where you need to be faster.
Hope this helps in some way.
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CTRL+U to merge brushes, I must try it out, maybe could fix a thousand issues I have with lighting. What excatly do you mean by a concave shape ? I know about convex and concave but could you enlighten me a little more, also will it merge more than 2 brushes ?
Nice one.
Nice one.
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
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".
Well i cant say i fully understand all of the implications of merging 2 brushes in regards to lighting, but in most cases if you can merge them successfully you should for other reasons.
THis is just a lil something i threw together in order to illustrate what i am talking about:
Merge Function
Hope this helps somehow.
THis is just a lil something i threw together in order to illustrate what i am talking about:
Merge Function
Hope this helps somehow.
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- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
Yes, the merge function will join 2 or more brushes into one brush when no resulting face is concave, but it is really unnecessary, and you will find that it is not very useful. The compile process itself performs a very similar function.
Also, most of the time when you have a lighting problem from one brush to another, around a door, for example, you can't merge because the brushes will be concave.
Not to mention that you can only sucessfully merge brushes of the same texture.
Kill Ya Later!
Also, most of the time when you have a lighting problem from one brush to another, around a door, for example, you can't merge because the brushes will be concave.
Not to mention that you can only sucessfully merge brushes of the same texture.
Kill Ya Later!
- General_DisArray
- Warrant Officer
- Posts: 142
- Joined: Tue Dec 17, 2002 4:17 am
- Location: magnolia, texas
Put simply, CONCAVE means the brush edge/face has an inward bend/curve/edge to it.
CONVEX means the bend is outward. Convex will merge, concave will not.
As an example, picture a bowl. You put the cereal/milk in the CONCAVE part of the bowl. But, turn the bowl upside down, and what you see is a CONVEX surface.

The top brush group is convex, and will merge.
The bottom examples will result in "concave" brushes, and will not merge.
Kill Ya later!
CONVEX means the bend is outward. Convex will merge, concave will not.
As an example, picture a bowl. You put the cereal/milk in the CONCAVE part of the bowl. But, turn the bowl upside down, and what you see is a CONVEX surface.

The top brush group is convex, and will merge.
The bottom examples will result in "concave" brushes, and will not merge.
Kill Ya later!
- General_DisArray
- Warrant Officer
- Posts: 142
- Joined: Tue Dec 17, 2002 4:17 am
- Location: magnolia, texas
i think i understand a little better.
random,
i looked at your little tut you put up about ctrl+u. thanks.
i also downloaded your watten map. WOW! that is a good map. very detailed. i loved the small scaled map of the V2 objective map. awesome.
oh yeah, what is the secret in getting the curve in your stairs?
probably shouldn't have added that in this thread. but i thought it was well worth the mention.
random,
i looked at your little tut you put up about ctrl+u. thanks.
i also downloaded your watten map. WOW! that is a good map. very detailed. i loved the small scaled map of the V2 objective map. awesome.
oh yeah, what is the secret in getting the curve in your stairs?
probably shouldn't have added that in this thread. but i thought it was well worth the mention.
That is true like i stated earlier when compiling it will try to reduce everything into the smallest amount of triangles possible. But knowledge is power. although ctrl+u isnt nessicary if properly planed it does come in handy once in a great while. The point i was gonna try and bring this around to is take time to look at the command list under help and explore with the functions on the tool bar. Bjarne showed me a nifty one that will be saving me alot of time in the near future that was there the hole time i just never noticed.crunch wrote:The compile process itself performs a very similar function.
Also thanks for the props on Watten. As far as i am concerned i dont think there is a bad place for giving someone a big thumbs up on the work that they did.
Spiral stair case took me a week i think to get it right. its all patches and considering it is in a building with giant windows i am surprised that i didnt suck down fps everywhere on the map but an extra brush here extend a brush there and it all worked out in the end.
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