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On the Verge by Petr "HurracioDurrski" Švenda

  • HurracioDurrski
  • October 17, 2014 at 7:42 AM
  • Obsidian
    • November 10, 2014 at 6:19 PM
    • #21
    Quote from HurracioDurrski

    i have some technical questions:


    do vertexes on patches split brushes ?


    can you overlap patches with brushes and sink patches into another patches ?


    also is there any way to make detail brushes have different outline color in 2D view ? like func_group is blue

    Display More


    No, patches do not split brushes. But you want to be careful about stuff like this, because they don't split brushes, you can end up with nasty T-junctions and "sparklie" artifacts in many situations where a patch meets a brush.


    Overlapping is same as above, yes you can do it, but it is ill advised for the same reason, you might be able to get away with hiding stuff, but in general, it's a much better idea to have the geometry match up with vertex points lining up between brushes and patches. T-junctions are the enemy.


    There isn't currently a way to make detail brushes a different colour in wireframe. You can filter them and toggle them on and off. Having them a different colour isn't a bad idea though and will pass this suggestion along.

  • HurracioDurrski
    • November 10, 2014 at 7:38 PM
    • #22
    Quote from Obsidian


    thank you very much,


    was asking because i will maybe need to partially sink some brushes into that curved hole in the center and some "halfpillars" in some curved walls and i dont exactly want aligning half a map because of this il try to sink some detail brushes in here later and see what happens

  • HurracioDurrski
    • November 16, 2014 at 1:52 PM
    • #23

    some wips


  • HurracioDurrski
    • November 20, 2014 at 12:13 PM
    • #24

    so there is global control for how much patches should be subdivied but can i control few selected patches ?


  • Hipshot
    • November 20, 2014 at 1:51 PM
    • #25

    That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions

  • HurracioDurrski
    • November 20, 2014 at 2:31 PM
    • #26
    Quote from Hipshot

    That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions


    ah, ok i thought i can lower polys on some patches. thanks for answer

  • PyroGXPilot
    • November 20, 2014 at 8:30 PM
    • #27

    can always bake them to meshes permanently using q3map2->.ASE

  • HurracioDurrski
    • November 21, 2014 at 6:50 PM
    • #28

    .

  • HurracioDurrski
    • November 23, 2014 at 6:09 PM
    • #29

    anybody knows why this little fella is wandering around ?


  • PyroGXPilot
    • November 23, 2014 at 6:47 PM
    • #30

    did you use q3map2 to make model?

  • HurracioDurrski
    • November 23, 2014 at 7:18 PM
    • #31
    Quote from PyroGXPilot

    did you use q3map2 to make model?

    yes, in radiant ASE: Convert to ASE and i have center of that pillar where i want origin at 0,0,0

  • PyroGXPilot
    • November 23, 2014 at 8:07 PM
    • #32

    when using q2map2 to make .ASE models world origin will be the model origin-so set your model at world center(0,0,0)

  • HurracioDurrski
    • November 29, 2014 at 8:00 PM
    • #33

    goddamn,lack of time so my map turned from everything mittered to a total mess


    im currently trying to figure out how the hell i enclose it in caulk, what to left structural and what not.


    or just detail everything and put rooms, hallways and tunnels to their own bigger caulk versions? would be probably much easier.


    some pics:


  • HurracioDurrski
    • November 30, 2014 at 3:42 AM
    • #34

    ok, im not able to deliver my map in time, i will rebuild it later in my free time

  • HurracioDurrski
    • December 3, 2014 at 9:51 AM
    • #35

    DL: http://www19.zippyshare.com/v/2009171/file.html

    so i basicaly blitz maped it and managed to submit before deadline.


    its a frankenstein


    i stopped caring about brushwork and meshflow and just smashed brushes here and there but it works.


    totally horrible caulk sealing etc made probably so many portals that it actually blocks vis pretty well.


    i intend to rebuild this map from scratch later with the content and details i didnt have time to put in, so i appreciate any feedback on layout etc.

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