General Question: Walls

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DonMoneta
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General Question: Walls

Post by DonMoneta »

After looking threw the Original Stock maps like Hunt and Bridge mostly i find out that the makers of that map use 2 walls as 1 wall.

For example: If we create a wall and the sides have different textures we do CTRL+ SHIFT+ click and select one face.

The original Map creaters make 2 walls for the inside and outside.

Whats the benefit of this? is their any? i once read that this stops the nades showing threw. What do u guys do?
Create 2 walls or create 1 and texture one face etc?

Cheers for any answers :)
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G3mInI
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Post by G3mInI »

If your using a decompiler to look at the stock maps, then a brush will be created for each face. Even though the original map was only one brush. For instance, a single brush wall has 6 sides. When decompiled, 6 brushes will now make up that wall. Top, bottom, left, right, front, and back, will all have their own brushes when decompiled.
Not sure if this is what you are seeing but I thought I would just let you know about that.

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Bjarne BZR
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Post by Bjarne BZR »

I can see 3 reasons for this:

1) It may prevent light compile to create some errors in lighting (light from one room spilling over into the next and stuff like that).

2) If you suddenly want the 2 sides to differ in size, you don't have to redo the whole section, you just edit the side you want.

3) Decompiling a map will not give you the exact map the original mapper made ( especially when it comes to caulk ). If the original mapper created a wall where only to faces were textured and the faces "between" them are caulked: the decompiler will see the 2 faces as separate brushes. Make a quick test map yourself and decompile it, you may be surpriced.
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M&M
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Post by M&M »

1) It may prevent light compile to create some errors in lighting (light from one room spilling over into the next and stuff like that).
nope ,that doesnt work .i tried it in my map and light still spills to the other room :(
but the other points are valid :wink:
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DonMoneta
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Post by DonMoneta »

Cheers for the help..

i knew the Compiler messes up the maps basicly but had no idea it also adds new brushes if they only selected one face. That also explains the error you get when you try to compile a stock map to a bsp again. Duplicate brush bla ..

thnx again :)
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Post by lizardkid »

well my reasoning is sounds and light. two walls, half the sound. if this is SP, it'll muffle the sound better i believe. less AI hearing problems.

light so you don't place a lamp in the middle of the room and have the light spill into the next room....
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blue60007
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Post by blue60007 »

As far as I know, no one rarely does that, execpt in the case as pointed out above.

The decompiler makes one brush per face. Thus each side of the wall is made with 1 brush, so the whole thing is 2, if you find a narrower wall you'll notice that these brushes actually sit on top of each other. :wink:
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Post by M&M »

light so you don't place a lamp in the middle of the room and have the light spill into the next room....
didnt work for me !!??
i tried placing 3 layers of walls even (actually was a radient accident) but the light still spilled into the other room . dont know about the sound much since i cant "see it" :P
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Post by jv_map »

I always use 2 layers of walls... (inside and outside)... it makes your life soo much easier when you want to edit only 1 side of the wall :wink: You can now simply split up a wall when you need to without messing up the other side, creating needless triangles and possibly lighting oddities 8-)
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