- Jul 5, 2009
- 249
- 28
What's the end result of having multiple water brushes that are adjacent to each other, use the same texture, and are of identical heights?
I've seen maps where two areas of water abut one another and have a visible seam, so I've been assuming that you want water to be all one brush whenever possible. I've also been assuming that you want water brushes to be as small as possible, particularly if they are going to overlap displacements (I'm working on an area of ground that slopes down into a stream) as this keeps people from having to render large areas of water that they can't see.
However, every time I've attempted to create a + shaped brush via the vertex tool (and repeated use of Ctrl+F) I end up with bizarre additional triangular faces that seem to be added at random. This seems to be causing issues with map compiling, so I'm thinking I may need to use three separate brushes independently- but I don't want odd seams in the water.
So what's the best way to do this?
I've seen maps where two areas of water abut one another and have a visible seam, so I've been assuming that you want water to be all one brush whenever possible. I've also been assuming that you want water brushes to be as small as possible, particularly if they are going to overlap displacements (I'm working on an area of ground that slopes down into a stream) as this keeps people from having to render large areas of water that they can't see.
However, every time I've attempted to create a + shaped brush via the vertex tool (and repeated use of Ctrl+F) I end up with bizarre additional triangular faces that seem to be added at random. This seems to be causing issues with map compiling, so I'm thinking I may need to use three separate brushes independently- but I don't want odd seams in the water.
So what's the best way to do this?