quick question
Sly Assassin
06-18-2003, 06:55 PM
So heres my question, on Charlie when the allies have to blow the shingle I've noticed that theres details 'underneath' (I'm using that loosely) the parts of the shingle that explode.
Now the explodeable parts of the shingle will be func_walls I assume and then the newly visable part underneath it would just be brushes right?
So in cases like this does it matter at all if theres brushes inside brushes as one lot will be an entity. Or do I have to do this another way?
Don't think ti woyuld matter. I've got an bazookable wall in my map where the "exploding' bit is just a bif square and "overlaps" the detail jaggies that get left behind. Seems to work just a swell as other walsl I've got where the brushes in the func_breakable butt up nicely to the non-breaking brushes.
Sly Assassin
06-18-2003, 07:12 PM
kewl cheers for that :D wasn't sure so thought I'd ask and see what replies i got :D
Yeah, overlapping brushes can add a whole crap load of time onto the compile...but from what I understand, is that it doesnt cause any major problems (just some r_speed adding). Also I think it would be hard not to overlap, As you look at maps like Caen, you can see where the brushes are overlapping.
Sly Assassin
06-18-2003, 08:14 PM
Originally posted by Winnebago
Yeah, overlapping brushes can add a whole crap load of time onto the compile...but from what I understand, is that it doesnt cause any major problems (just some r_speed adding). Also I think it would be hard not to overlap, As you look at maps like Caen, you can see where the brushes are overlapping.
Yer I've noticed overlapping in areas where u can blow stuff up, but I assumed that was the way to do it properly.
overlapping a brush into a brush is bad, however entitys dont cut the faces the same way so you can stick an entity into a wall without the slightest problem. yet brushes within an entity will still ahve probelms if overlapped.
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