Possible to combine geometry?

Penguin929

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So I have a piece of flat geometry that needs to be larger, but I can't just stretch it, that would put some holes in it in the wrong place. I'd assume having one piece would make it perform better. Can you stitch geometry together? I don't remember being able to do this. But I've been out of it for a while. Thanks.
 
Nope.

I'm going to assume you tried and used the carve tool with a cylinder in the ground or something, and you have like 10 large weird triangles?

The best you can do is group two brushes together, which has no effect aside from making it easier to select in the editor.

Edit - 2 brushes is hardly going to effect performance. Infact, it might even make it better.
 
Sewing is only for displacements, and I think he's talking about a standard run-of-the-mill brush.
 
I don't quite get the question but I will say this: vertex manipulation. That might help.
 
a few more brushes won't change anything

just put them all together to func_detail if you carved some weird shit so you wont compile for 100000000 hours
 
Lamer said:
a few more brushes won't change anything

just put them all together to func_detail if you carved some weird shit so you wont compile for 100000000 hours
thanks for the advice, is there any disavantage of having mostly detail brushes, not on the very outside of course.
 
imagine this- every brush creates at leas one leave- now compiler must calculate for every leave what can you see from it and than aplies that to .bsp
even if you just make a cylinder you get massive amounts of leaves (imagine what hapens when you carve:x )
so I tie everything that isn't wall, roof,... or something else that devides your map in any way to func_detail (so a typical room has normal brush walls but table, chair, shelves.... are details)

so my guess is NO -except if you over do it: if you tie walls too, my guess is that in-game performance suffers badly (since there are no leaves engine draws everything even things that you cant see)

but then again I'm no pro so I can be wrong (anyway- never caused me problems)
 
except binary trees don't function entirely like that.

The physical use of func_detail isn't to split every leaf zone into a tri-arch position. IE you shouldn't make a pillar lined 1/1 unit on the ground and expect to always func_detail it.

The out-lining ZL_VIS code for a func_detail is to ease the mixing of a tree with the insertion of two or more polygon coincident edges.

Without getting too nerdy on you, func_detail should only be used on small brushes to split hyperplanes[intersecting leaves]. You can find all of this out using developer 2 and your nifty mat_ commands.
 
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