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Contructor questions

by Andrew Brady · in Constructor · 05/09/2007 (6:12 am) · 5 replies

Hello,

I am a new TGEA user, and thus, I am new to the Contructor editor. I will say that I am finding the editor very promising.. ie very capable. But I do have afew basic questions.

I have worked various editors /engines over the years, and I personally would compare this editor to GTKradiant if for nothing else but to further understand things that pertain to it. Having said this, here are afew areas of clarification I need:

1) When creating a brush in constructor, there doesnt appear to be any "backface culling", meaning, when I move the camera in perspective view inside of a brush, I can see the interior walls with the various textures utilized on the face's opposite side. Is this a non-issue as in this is normal and if so, does it cause a "double draw"?

2) Again referring to radiant as a guide, is there a version of a "caulk" type brush to remove/not draw faces that are not being utilized? I found one called Null that I think works on the same premise, but would like clarification on this. Also, Is there a way to "clip" areas with brushwork. (A clip brush is a brush that utilizes a clip texture that is not drawn in game, but will not allow the player or AI to pass through it.)

3) I have found various ways to "snap" brushes to grid. Is there a way to have all brushes snap to grid as I am creating them instead of after the fact.


Thanks in advance, adn if more information is needed please let me know.


~LK~

#1
05/10/2007 (5:21 am)
Anyone?
#2
05/10/2007 (11:13 am)
2. I think you can do this using the entities on the Properties Panel (left side) where it says 'collision'. I think the default is world brush or something... I think this could be used for what you referred to as 'clip'. (maybe I haven't tried it yet).
#3
05/10/2007 (11:23 am)
1. This is not an issue - faces are not double sided in the engine itself.
2. No, there is no caulk. Faces will not be drawn if you use the NULL texture on it, though.
You can make a clip brush by putting the NULL texture on a brush, and setting it's type to "collision".
3. Don't know -sorry!

Note: There appears to be a lighting bug with collision brushes, though! They still cast shadows...
#4
05/10/2007 (11:27 am)
1) there are no such things as backfaces in dif's (the kind constructor makes) if a face is turned inside out, it's a missing brush., this is unlike dts models which are hollow by nature.

2) on export (all exporters that i know of) there is brush optimizations that remove all *hidden* faces and entities.

3) properties window (left side) first option under grid units, *snap to grid*
#5
05/10/2007 (12:37 pm)
Also #2. You can use portals to tell tge to not draw certain areas. Like for doorways and such so when your in a room other rooms that you shouldnt see are not drawn.