Texture problem
Kid-A
01-29-2006, 12:35 PM
I'm having a problem with some of my textures on brushes that I've made func_details.
They are lighter than they should be. I thought it might be something to do with the textures I was using being overlays but I looked into it and I don't think so...
It looks like this:
Any ideas?
Furyo
01-29-2006, 12:51 PM
It's a model texture. Don't use those on brushes. Also, your floor looks like it's overlapping with the wall on the right hand side. brushes should never overlap (except displacement)
Mr-Softy
01-29-2006, 12:56 PM
hmm, when i use the texture, props/carpet or something along the lines of that it shows properly, and i thought if u used a model texture it would come up multi-coloured... hmm
i could be wrong like :rolleyes:
Mr-Softy
Kid-A
01-29-2006, 01:12 PM
How important is it for brushes to not overlap? I avoid it as much as possible but sometimes it's not really viable and would require the use of 10 brushes rather than 1.
Also is there a way to check what's a model texture and whats not to avoid this in the future?
{GL}DoubleD
01-29-2006, 01:34 PM
When world brushes intersect with one another, it splits the space in their vacinity into all sorts of leafs... which is bad.
It's bad for performance.
[EDIT: To tell wether a texture is a model texture or not, check the directory it shows in the face properties window. It'll say something like: "/props/[name]"]
Ca-Chicken-Soup
01-29-2006, 06:08 PM
Originally posted by Kid-A
How important is it for brushes to not overlap? I avoid it as much as possible but sometimes it's not really viable and would require the use of 10 brushes rather than 1.
Very important, you want to have complete control how your brushes are cut as to aviod longer compile times and bad brushes. An important thing to remember is it's not about the number of brushes (to a certian extent), but the number of faces. When a map is compiled the brush faces are all split into triangles (this is how all gfx cards render in 3D). So you might as well work with a bunch of triangles really. The reason we don't do this is to save time, file sizes, Hammer map load times, and help with brush entities.
Originally posted by Kid-A
Also is there a way to check what's a model texture and whats not to avoid this in the future?
Model textures have the prefix "model" in their file name :D
Kid-A
01-30-2006, 05:16 AM
OK a classic example of brush intersection on my map is roof overhang. When the rim of one roof intersects with the wall of another building. I'm sure I've seen this even on official maps.
I think I can see how it might be removeable now I'm getting better with the clip tool, but it's still alot of work...
{GL}DoubleD
01-30-2006, 02:35 PM
I dunno if this would be worth it, but you could always clip a small section (the part that actually intersects with the other worldbrush) into another brush and make tie it to a func_detail. From what I recall, detail brushes don't break faces or make leafs, but I may be wrong. Also, I'd imagine you wouldn't want the whole rooftop a detail brush, because details don't seal in maps and they don't block the engine from reading right through them. (In other words, when looking at a large detail brush, the client's engine will render everything beyond the detail, even if it blocks their sight completely.)
...Alternatively, you could make your rooftop a displacement. I think you can safely intersect displacements with world brushes, but again, not sure.
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