Brush laying/style question

Discussion in 'Mapping Questions & Discussion' started by DJive, Dec 25, 2007.

  1. DJive

    aa DJive Cake or Death?

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    Here it is and an example.. see i come prepared. now back in GTKRadient it was better to do one solid brush instead of many burshes.. Look at these two to see what i mean.

    [​IMG]
    [​IMG]

    Now instead of 5 brushes, i would be better off one big brush across.. right? making sure
     
  2. Gonzales

    Gonzales Guest

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    I'd also like to know the answer to this. I'm pretty sure that fewer, larger brushes is optimal, but I'm no mapping expert...
     
  3. Vilepickle

    Vilepickle L7: Fancy Member

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    Well, it would seem in the case of the floor if you're logically thinking about it, that your PC would have to draw the texture on that brush in the next hall if it's 1 solid brush which wouldn't be good. If it's multiple brushes, hints can hide the part of the texture not in the other section.

    But I could also be wrong, because I think the compiler splits brushes itself. I donno, I never look into this either :p I just make multiple brushes because it's clearer and cleaner in the editor to me.
     
  4. Gearloose

    Gearloose Guest

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    If those walls in the middle of the room are normal static brushes (ie not func_detail) then the build process will split up the floor into many polygons regardless of whether the floor is one or many brushes. So it's mostly a matter of personal preference in this case. I tend to prefer large brushes unless there is a chance I will be wanting to make a hole in it later.

    On the other hand, if those interior walls are func_detail or intangible (ie func_brush with solid = never), then you'll get fewer polygons by using one big brush for the floor.