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{UDT}OS3.Barney_Fife
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Another qustion but not the last

Post by {UDT}OS3.Barney_Fife »

I did not see the in the forms. Is there a way to CSG Subtract with out makeing lines through your wall. Ex. when you make a hole for a wall on the top of the door it it make a line through your wall from one side to the other. I thought there was but I dont rember. :shock:
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Post by tltrude »

CSG cuts the wall brush up into smaller brushes to make the hole. It doesn't always pick the best way to cut it up, so sometimes it is better to just do it yourself.

Clone the original wall and move the edge over. Then move the edge of the original over, clone it again and move the edges to create the top of the door opening. Moving the brush edges, instead of moving the whole brush, keeps the texture aligned--if the texture locks are on. Be sure to caulk the new (hidden) brush faces.
Last edited by tltrude on Mon Jan 05, 2004 5:08 pm, edited 2 times in total.
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Bjarne BZR
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Post by Bjarne BZR »

No, there is no way to avoid it.

By CGS subractting a door from this:

Code: Select all

_______
|      |
|      |
|      |
-------
...you will get this:

Code: Select all

_______
|      |
|______|
| | |  |
--- ---
...but what you want is this:

Code: Select all

_______
|      |
| ___  |
| | |  |
--- ---
...however that wont work, but if you make your wall manually, you can make this ( if that is better for you ):

Code: Select all

_______
| | |  |
| ___  |
| | |  |
--- ---
Am I beeing of any help at all, or am I just messing with your head?

Basically, you cant make a brush with a "hole" in it ( like the mouth of a packman ), you must construct such an object from multiple brushes.
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{UDT}OS3.Barney_Fife
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Post by {UDT}OS3.Barney_Fife »

Hmm...ok thanks for the help and I get what your saying.
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Post by omniscient »

well, couldnt u make a multi sided brush and vertex edit it to make a hole?
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Post by Bjarne BZR »

no
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Post by wacko »

Bjarne BZR wrote:no
just to give some explanation: brushes in MOH (or in any other game with Q2,Q3,HL engine) MUST BE convex, i.e. all 'interior' angles of a brush must be smaller than 180?.

Vertex editing can result in the opposite, a concave brush, which will however cause errors.
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Post by Bjarne BZR »

Thanx Wacko :)
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