Do intersecting brushes split faces in TGE??
by Peter Ryan aka TorQue[MoD] · in Artist Corner · 09/11/2003 (12:18 pm) · 5 replies
I was just wondering. After mapping for the Half-Life engine for the past 5 years, I've got into the habit of making sure as few brushes as possible intersect with the faces of my other brushes by leaving a 1 unit gap or putting an entity such as a func wall inbetween the brushes to avoid unnecessary face splitting due to the CSG process when compiling a map. But is this a problem at all with Torque?
How exactly are faces split up in Torque? Does it simply divide all brushes into polys (triangles) or does texture scale etc. also affect how brushes are split up like in Half-Life?
Just thought this would be a good question to ask when considering framerates and design time.
Thanks!
-Peter
How exactly are faces split up in Torque? Does it simply divide all brushes into polys (triangles) or does texture scale etc. also affect how brushes are split up like in Half-Life?
Just thought this would be a good question to ask when considering framerates and design time.
Thanks!
-Peter
#2
09/11/2003 (1:38 pm)
Are detail entities treated the same way as HL entities are as in they do not block visibility?
#3
Desmond's does the best explanation, IMHO. A column sitting on a floor will rip up the surface of the floor. One set as a "detail" brush will not break up the floor surface. I think there are other concessions made, but generally details are treated the same as other brushes, including collision.
IIRC, the "detail brush" of HL is more just that: A visible but intangible brush. The artist would normally make the column 1 unit above the floor, but use a detail brush shaped like a cap to cover the space. There is no collision detection happening (the intangible part).
-EricF
09/11/2003 (7:16 pm)
There's not much more info to be found than those two portal/detail tuts I listed for you the other day. =/ Desmond's does the best explanation, IMHO. A column sitting on a floor will rip up the surface of the floor. One set as a "detail" brush will not break up the floor surface. I think there are other concessions made, but generally details are treated the same as other brushes, including collision.
IIRC, the "detail brush" of HL is more just that: A visible but intangible brush. The artist would normally make the column 1 unit above the floor, but use a detail brush shaped like a cap to cover the space. There is no collision detection happening (the intangible part).
-EricF
#4
09/12/2003 (8:31 am)
Collission and visibilty are different and I am pretty sure detail brushes don't do any visiblity blocking since they reason the regular brushes split faces is for visibilty reasons not collision information.
#5
No chance anyone knows about my interior handle error is there?
09/12/2003 (11:17 am)
Awesome. Thanks for the info guys!No chance anyone knows about my interior handle error is there?
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