Non-Integral Faces????
by Breuil · in Torque Game Engine · 01/21/2005 (7:10 pm) · 2 replies
I'm obviously new here. What is a Non-Integral face anyway. I built a simple test room and searched for non-integral faces (just because I could)...and just about every one of my brushes was tagged.
Apparently this is a bad thing and apparently it should be "obvious to the most casual observer" since I CAN'T FIND IT EXPLAINED ANYWHERE!!
Well....maybe I haven't looked everywhere. Can someone point me to some good tutorials that explains things like this.
Apparently this is a bad thing and apparently it should be "obvious to the most casual observer" since I CAN'T FIND IT EXPLAINED ANYWHERE!!
Well....maybe I haven't looked everywhere. Can someone point me to some good tutorials that explains things like this.
About the author
#2
01/21/2005 (10:44 pm)
You can output .map's from Quark in integer (default mode) or floating point coordinates. Quark's floating point output isn't always the best so some people stick to integers even though they can be a harder to get small details out of. When they do this, they generally lock the brushes to the grid and keep them "Integral" using the search option in Quark. If you are outputting to floating point instead, you don't need to worry about this.
Torque Owner Breuil