The Z-thickness of Floors

Discussion in 'Mapping Questions & Discussion' started by Davtwan, Sep 14, 2010.

  1. Davtwan

    Davtwan L1: Registered

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    I can't seem to find any guide about this as far as my searching abilities go. How thick by z-distance should I make the floors for the ground floor? (as in there's no floor below or above said floor)

    So far, I left the z-thickness of my ground floors at 32 units, but I wonder if they can be technically 1 and 2 to save on file space.
     
    Last edited: Sep 14, 2010
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Doesn't matter. I usually use 32 or 64 for any floors or walls that don't have a reason to be thinner (something on the other side).
     
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  3. REEJ

    REEJ L7: Fancy Member

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    You can go for 8 or 16, but looking at how valve deals with it, they just put a well visible fat layer of NODRAW under everything as a main floor frame
     
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  4. tyler

    aa tyler snail prince, master of a ruined tower

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    Outside, I do squares 512x512 (usually), 16 units thick, one on the other. The bottom is nodraw. That's there for displacements. Inside, I usually only use the top layer and skip the nodraw.
     
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  5. Davtwan

    Davtwan L1: Registered

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    Thanks, everyone. I think I'll keep my floors at a nice 32 units just in case I have to add any displacements. (The whole level takes place inside a building, but you never know right?)
     
    Last edited: Sep 14, 2010
  6. Draco18s

    Draco18s L9: Fashionable Member

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    Somehow I doubt that the thickness of a brush actually changes the file size.
     
  7. Mick-a-nator

    aa Mick-a-nator

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    indeed. afaik, most 3d software (hammer included) saves vertex location rather than volume and area (modelling tools like 3ds max behave differently when using stuff like NURBS).

    As for what size to use, it really doesn't matter at all, as long as it is appropriate to then situation. If you can see under it, then go for something like 16 units, but don't be afraid to stick to what you think is 'right'! The only 'bad' things in hammer are carving and having vertices/origins off the grid.
     
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  8. Mr. Happy

    Mr. Happy L6: Sharp Member

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    Hammer doesn't actually save vertex data in the vmf (though vbsp does generate a vert array from it). It actually saves brush volumes as the intersections of planes defined by three coordinates. This is why complex geometry will sometimes jump slightly off grid after saving and reloading.
     
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