Is Mitering Worth It?

Aug 10, 2009
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As for drawn sides that won't be seen (I think this would be the biggest problem any of the 3 could have), I noticed this is the iron mapper video and sorry if its widely done, but just make all your brushes textured nodraw, then texture what you can see later.
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Fig 3 is the real winner actually.

Considering that the examples of the first post are top views of a room.
The walls are most likely normal brushes, not func_details.
A normal brush touching another normal brush will be cut at its intersections during compile. Every corner touching a face will cut the face.

Fig 2 creates cuts at angles, which is not ideal. Could cause all sorts of lighting/performance issues when you do this in your entire map and could also cause some of the faces to not be on the grid which could cause even more problems.

But let's say all you gotta mitter is 1 house in the middle of a field, it's not that bad.
Still, it's best to not mitter the walls touching the ground, and limit it inside the house as much as possible.

Usually, mittering is good for when you can see the exterior side of wall.

Now, if you use fig 3, but you got a bunch of rooms like this and you don't want each of the room to have these ugly square corners, just fill the visible corners with a brush.

They'll look like single piece walls in-game and will also be easier to hide portions of (vis) while you walk in the map.

MQ
 
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