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tuffstuff7
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Post by tuffstuff7 »

ok maybe i jumped the gun and did not get some of the fundamentals down first ......
1. should you miter you walss and your sky box? is so why is it important?

2. you walls, i see diff tuts on how thick they should be is 16 units too thick? or is this a standard

3. your ceilings and floors can the be the same thickness


the reason for these simple basic questions is i was working on a map and then at the end the fps went out the window and it enters around this large house ..............as for the miters i thought it was a preference i mean i if you have a building with 4 walls mitered is this correct you have 4 faces on this wall if theyare not mitered you have 6-8 faces sorry for the basic questions but hey .........gotta know
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PsychoE
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Post by PsychoE »

The less faces, the less textures and therefore the smoother everything will run; so I would say, if u can miter it, do it.

With regards to wall thickness, I use 8 and find it to be fine. I've never tried 16. My floors and ceilings are the same thickness.

Hope this helps. Someone else's advice may be better (meaning the ppl who have been doing this for some time)
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jv_map
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Post by jv_map »

Don't make your walls too thin. Makes your structures look very fragile ;).

Also the player's gun will go 'inside' a wall a bit. So if your wall is too thin, people might be able to shoot or be seen through it.
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tuffstuff7
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Post by tuffstuff7 »

ok well i had not been mitering uuuuuuuuuuuuugh lol well am restarting something now and for the wall this time i am going to work with 16 ............i read some tuts that to seperate AI's from the players it needed to be 16 . If 16=1ft in real world this is alot but i think i am going to ry the 16 nothing but my time ...............so ami correct if you built a large house with alot of corners that no miters means more faces and more reading hence lesser performance?
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Post by jv_map »

Here's a stupid question from my side :oops: :

Can someone explain the word 'mitering' for me?

My dictionary says:

'making someone a bishop'

:shock:
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Angex
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Post by Angex »

I think it's supposed to be spelt 'mitre'- so it's mitring. Putting a 45 degree angle on the end of brushes, instead of using butt joints.
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Ace of Spades
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Post by Ace of Spades »

About mitering your corners, it is spelled miter but the dictionary may not have all the definitions in it to help you out. In my dictionary, it say's the same thing your's does JV but continues on to say: A joining of two pieces beveled at equal angles. So, that being said, this is what it looks like.

Doing this to your corners:
_______________
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|##\ ___________
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Instead of this:
________________
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|________________
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Ignore the "#" symbol. I had to put it in there 'cuz the forum editor wont allow more than one space between characters. If I didn't use it, it would look real stupid.

This is all in the top view of course. There is a tut on mitring your walls at Nemesis' page. Here is the link: http://users.1st.net/kimberly/Tutorial/fix.htm

Hope this helps.

Ace

:mrgreen:
jv_map
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Post by jv_map »

Okay thanks.

Mitering is a good thing then.
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solar
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Post by solar »

I don't see what the difference is whether you miter (or mitre) with 45 degree angles, or simply use right angles which is what I always do. The same number of faces are used either way and it just seems quicker to not use the clipper tool. When I make a skybox, I simply surround my whole map with a box, tex it with caulk sky, hollow it on grid 16, and shorten 2 of the four sides and drop and raise my floor and ceiling. I say use grid 16 because I've used grid 8 before and have gotten leaks in the past. When I change it to 16, it takes away all leaks.
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Post by solar »

Nevermind me, I see the difference now! :oops: :oops:
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Post by jv_map »

Ace of Spades wrote: ________________
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|________________
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This construction method is always wrong. The red face with a texture extents into the wall, where it can never be seen. You're wasting mtexes this way.

Code: Select all

        ________________
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       |
    ___|________________
   |###|
   |###| 
   |###|
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This is yet better, but this way you tend to get mess on the outside :wink:, so it's hard to find leaks later.
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7th Es Cyborg
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Post by 7th Es Cyborg »

wouldn't mitring the corners actually increase vis size due to the angle created. Just thinking that would cause planes to criss-cross the room rather than the room being one solid vis block.
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Post by jv_map »

No. :wink:
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solar
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Post by solar »

No wonder my mtex is so high. Boy do I ahv a lot of work to do :cry: :cry: :cry:
tuffstuff7
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Post by tuffstuff7 »

man this question got a alot of responses so let take it further the "faces"
part in compile i was told the lower the better i fooled around with this 2 sotry house and mitered everything and put it in a skybox which i did not miter i guess i should have but the percent is up too 3.3 percent faces uuuuuuuugh is this horrible or what?
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