I wanted to ask you boys and girls
Making brushes detailed
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Making brushes detailed
Hello all!
I wanted to ask you boys and girls
a question about making a collection of brushes detailed (Nemesis tut): do you make everything detailed, or just buildings? I tried to make the skybox detailed, but when I tested it things went wrong; some terrain had disappeared and I couldn't walk to the corners of my map anymore. So I made it structural again. And if you make your brushes detailed, do you it before adding textures to it, or is that even?
I wanted to ask you boys and girls
Imagination is more important than knowledge - Albert Einstein
detail
making things detail only helps shorten compile time. It doesn't make your map look better or run faster.
Makeing stuff detailed tell the compiler
"Hey I done detailed this dont mess with it"
so if you make it detailed the compiler wont do anything to it
it will look as good or bad as you made it
if you have a lot of angels or a lot of peices in a row like a tall ladder with a lot of rungs you will get an error like max number of peices on one plane
you can detail it the ladder and then it will not give you the error
"Hey I done detailed this dont mess with it"
so if you make it detailed the compiler wont do anything to it
it will look as good or bad as you made it
if you have a lot of angels or a lot of peices in a row like a tall ladder with a lot of rungs you will get an error like max number of peices on one plane
you can detail it the ladder and then it will not give you the error
Creater of MOHpile
Play With Honor
Play With Honor
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Shadow Knight
- Lance Corporal
- Posts: 24
- Joined: Mon Jul 01, 2002 7:53 pm
- Location: Tulsa, OK
Another time-saving tip if you don't know..........when making
everything a detailed brush, except the skybox and terrain (I do
not think you can even make terrain detailed anyway) make
this: a box big enough to swallow everything in your map,
except for the skybox. Make sure before you create this box
to have a clear look of your terrain in the 3d view. Do not
hollow out the box. Go to the menu and click on SELECTION, then
click on SELECT TOUCHING. Everything except the skybox
should be selected now, and the box you made should disappear.
In 3d view deselect your terrain and then make all the brushes
detail! This saved me some time, instead selecting every brush
one by one. I think it said to do that in Nem's tut but I'm not
sure. Anyway, hope that helps anyone.
everything a detailed brush, except the skybox and terrain (I do
not think you can even make terrain detailed anyway) make
this: a box big enough to swallow everything in your map,
except for the skybox. Make sure before you create this box
to have a clear look of your terrain in the 3d view. Do not
hollow out the box. Go to the menu and click on SELECTION, then
click on SELECT TOUCHING. Everything except the skybox
should be selected now, and the box you made should disappear.
In 3d view deselect your terrain and then make all the brushes
detail! This saved me some time, instead selecting every brush
one by one. I think it said to do that in Nem's tut but I'm not
sure. Anyway, hope that helps anyone.
The Knight gives way to Shadow
oh lordy no, do NOT make them all detail brushes
Go here:
http://pages.cthome.net/buey/Projects/Citadel/Mapping
and look for the stuff I wrote on using detail brushes. There's also a great link in my Resources section for more information.
Knowing what structural and detail brushes mean to the game engine is uber-important to mappers. I highly advise you educate yourselves on this before you even think about which brush types to use where.
http://pages.cthome.net/buey/Projects/Citadel/Mapping
and look for the stuff I wrote on using detail brushes. There's also a great link in my Resources section for more information.
Knowing what structural and detail brushes mean to the game engine is uber-important to mappers. I highly advise you educate yourselves on this before you even think about which brush types to use where.
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Shadow Knight
- Lance Corporal
- Posts: 24
- Joined: Mon Jul 01, 2002 7:53 pm
- Location: Tulsa, OK

