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Asymmetric Design: Possibilities in DR


Paralytik

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  • 1 month later...

First of all, Welcome!

 

NS and EW orientation predominates because it's easier to work with. Several missions have created walls and streets that aren't aligned NS & EW, so it's very possible to do.

 

AI don't do well with angled doors. The AAS system they use to get around is oriented on the NSEW grid, so moving through an angled doorway can be problematic. (It can be done, it's just that you'll see more instances of AI bumping into the doorjamb than you will with NSEW-aligned doors.)

 

Dark Radiant also has some subtle problems with angled brush faces, due to the way the data is stored and used. While this problem was reduced considerably with some work done over a year ago, it can still bite you from time to time. There are ways around that, such as turning angled geometry into models that aren't subject to DR's whims.

 

That's all that comes to mind atm. Others will surely comment on this.

 

Very late reply but just came back here. Does this also apply doing caulked mitres on brushes (unseen mitres ie 45 deg cut of two joining brushes at 90 deg to each other so they

join on their vertices)?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Oh, and you are starting your first map, and nobody mentioned it already... remember the golden advice:

 

Start small. (As in start with a small project. Get it done. Then do as big mission as you like. Just be sure to start small.)

 

Great advice. When I first did mapping in Quake3, I made this huge mansion, built it all out (disregarding the fact that there's

no way to use such a place in multiplayer arena style lol) and it never got finished, as eventually I realised the mistake.

 

This time, I'm sticking to starting small, and getting it complete to learn everything needed to know.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Always have detail pieces to be func_static.

 

Worldspawn is for sealing geometry only.

 

Do not let detail brushes be worldspawn. Worldspawn brush touching another worldspawn brush causes excess tris. Func_static does not cause this effect.

 

Question regarding that, still learning. How do you set detail brushwork to func_static?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Need details or drawing.

 

Well say you have as an example, a box, where the one side is the outside. It's a butt joint, ie one brush end sits on side of next brush, showing the end of the 2nd brush. That means that end will need a texture. If instead you use clipper tool and cut two 45 deg mitre cuts on brush one and two (meeting at the corner) than both brushes will meet at their vertices, and

brush 1 can have it's texture and brush 2 can have it's texture.

 

I had this issue with my map I'm working on, where the end of one brush was showing around the corner and it messed the textures. So a mitre fixed it. I'm just not sure if it's

good design, but looking at this threat I'm guessing it's common.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Question regarding that, still learning. How do you set detail brushwork to func_static?

 

Select one or more brushes and right-click. Convert to FS is an option.

 

Well say you have as an example, a box, where the one side is the outside. It's a butt joint, ie one brush end sits on side of next brush, showing the end of the 2nd brush. That means that end will need a texture. If instead you use clipper tool and cut two 45 deg mitre cuts on brush one and two (meeting at the corner) than both brushes will meet at their vertices, and

brush 1 can have it's texture and brush 2 can have it's texture.

 

I had this issue with my map I'm working on, where the end of one brush was showing around the corner and it messed the textures. So a mitre fixed it. I'm just not sure if it's

good design, but looking at this threat I'm guessing it's common.

 

Do you mean walls with corners set up like this?

post-29566-0-63929600-1410682668.gif

 

You can do walls like that if you want but there's no need. If you do it the simpler way with square-ended brushes you can align the textures perfectly by using copy + paste shader in camera view. To copy a shader including its alignment, click middle mouse button over the shader in camera view (no need to select or deselect anything). Then to paste that texture with alignment to another surface, hover mouse over the surface and press CTRL+MMB.

 

You can use that for aligning textures round corners too.

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Ok thanks... I've always mitred corners, when there was going to be one walls side face showing and needed to be textured,

but it's not really an issue anymore since there's Copy Shader option.

 

Thanks for reinforcing that.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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