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connect brushes
Posted: Mon May 05, 2003 1:55 am
by UZZIEL
HI!
Is there any way to connect brushes 2 one
sorry dont know what 2 look after in search.
Posted: Mon May 05, 2003 1:58 am
by TheShiznaeSpe
nope 8)
Posted: Mon May 05, 2003 3:42 am
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.
Posted: Mon May 05, 2003 3:43 am
by lazyboy
how the hell do u use brushes?
Brushes
Posted: Mon May 05, 2003 3:56 am
by tltrude
Brushes are the little building blocks that maps are made of.
Posted: Mon May 05, 2003 3:57 am
by lazyboy
thanks!!

Posted: Mon May 05, 2003 6:21 am
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

jo
Posted: Mon May 05, 2003 1:31 pm
by UZZIEL
thx for ya help - some good information in this thread.
Re: connect brushes
Posted: Mon May 05, 2003 4:03 pm
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(

) 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

Posted: Mon May 05, 2003 4:44 pm
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.
Posted: Mon May 05, 2003 7:16 pm
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.