What do you think?

Thothie

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Depends on how it was made... Load it up into HL1 and run gl_wireframe 1 on it.

Spikes tend to do nasty things, like this:
brush_split_small2.gif

If you don't give the 1 unit gap, or func_wall em, they split brushes like mad. Even if you do, they can be pesky in other ways.
 

WeissberV

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i don't like the idea of spikes ina cave anyway, i'd think a cave would have rocks insted of spikes
 

Dridmar

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Thothie said:
Depends on how it was made... Load it up into HL1 and run gl_wireframe 1 on it.

Spikes tend to do nasty things, like this:
brush_split_small2.gif

If you don't give the 1 unit gap, or func_wall em, they split brushes like mad. Even if you do, they can be pesky in other ways.

Thanks, I'll keep that in mind. I wish I knew that spikes did that before. >.>
Is there a different way to make them?
 

Thothie

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Dridje said:
Thanks, I'll keep that in mind. I wish I knew that spikes did that before. >.>
Is there a different way to make them?

Any brush that touches another splits the brush in render, creating more faces. It's just really obnoxious with spikes and cylinders because they have lots of sides at odd angles.

There are two methods to get around this.

1) [Preferable] Make a 1 unit gap between the brushes. Usually this means using the splice tool and shaving 1 unit off the bottom of the spike/cylinder. Downside is the complex brush will be off the grid, and may split in weird ways, if it is large, and it will no longer block vis.

2) Make the spike/cylinder a func_wall (or, if possible, func_illusionary, which is preferable as they don’t generate clip planes). Downside to this is func_walls add to the entity count and render from more locations, and it of course, won’t block vis.

If neither is applicable (rare, but happens – usually with very large cylinders) splice a square shaped area that surrounds the spike/cylinder in the larger brush so that area that splits are kept to a minimum.

I really loved the simplicity of your first map, showed great promise (also fun to play with some high ends around – although not so fun to solo). This cave stuff is easier to fux up. One thing you really need to be careful of is to clip-brush anything a player or monster might get stuck on. Ideally you should have a simple box of actual area that can be moved to, regardless of how many nooks and crannies the room may appear to have.
 

PBarnum

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Glad you made it wider, and it looks awesome. But its going to be horrible to walk on... Unles you make it all func_illusionary and add a clip brush under so it looks like you are walking on it, but really walking on the clip brush... Would be tricky to do but if you get it right, it would look flawless.

... Though that might be more of a hassle than leaving it how it is.
 

Dark_Force9999

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P|Barnum said:
Glad you made it wider, and it looks awesome. But its going to be horrible to walk on... Unles you make it all func_illusionary and add a clip brush under so it looks like you are walking on it, but really walking on the clip brush... Would be tricky to do but if you get it right, it would look flawless.

... Though that might be more of a hassle than leaving it how it is.

I love obstacles. We need maps that has tons of obstacles.
 

evilsquirrel

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Dark_Force9999 said:
P|Barnum said:
Glad you made it wider, and it looks awesome. But its going to be horrible to walk on... Unles you make it all func_illusionary and add a clip brush under so it looks like you are walking on it, but really walking on the clip brush... Would be tricky to do but if you get it right, it would look flawless.

... Though that might be more of a hassle than leaving it how it is.

I love obstacles. We need maps that has tons of obstacles.


he's not talking about obstacles - its clipping errors causing tiny invisible walls. its a flaw of the HL engine or somesuch.

i've been able to get around this in badlands so far because i figured out (vaugely) what was causing it, and i've been avoiding doing that. just play around with it till they stop ;)
 

Thothie

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Unles you make it all func_illusionary and add a clip brush under so it looks like you are walking on it

One of the nice things about ZHLT 2.0+ is that you can layer clipbrushes over solids safely, and it won't generate any unneeded clipnodes or leaf errors, it just discarards the clipping hulls of the brushes inside the clipbrushes. So you can build simplified versions of rough terrain out of clip brushes, without worrying about adding more entities/models with func_illusionaries.
 
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