If you have a large battle area with a few small buildings, is it OK to func_detail the whole thing?
It's really annoying when buildings have sloped roofs or other small parts... I think "do I func_detail the sloped roof, leaving a hole in the top of it in VVIS's point of view?". So I would then think "Maybe I can counter this with a hint brush across the top of it"... by this point I'm completely out of my depth and am wondering if this is anywhere near how it's "properly" done.
Another thing, not related, but I don't want to start a new topic... If I have 5 square brushes in a cross formation making a floor... with a triange piece in each corner (to round off the edges), is there a way to get a displacement to line up with each square it touches and be legal? Or can this just not be done?
Sorry for the small rant!
Fyfey
It's really annoying when buildings have sloped roofs or other small parts... I think "do I func_detail the sloped roof, leaving a hole in the top of it in VVIS's point of view?". So I would then think "Maybe I can counter this with a hint brush across the top of it"... by this point I'm completely out of my depth and am wondering if this is anywhere near how it's "properly" done.
Another thing, not related, but I don't want to start a new topic... If I have 5 square brushes in a cross formation making a floor... with a triange piece in each corner (to round off the edges), is there a way to get a displacement to line up with each square it touches and be legal? Or can this just not be done?
Sorry for the small rant!
Fyfey