Trigger brush overlapping

Discussion in 'Mapping Questions & Discussion' started by Balls, Feb 17, 2015.

  1. Balls

    Balls L1: Registered

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    Hey,

    I'm working on a jump map and I'm at the point where I need to make several trigger_teleport and func_nogrenades brushes. In some cases this is as simple as duplicating the solid brush, positioning it above the original and shrinking it to 1 unit high.

    However in some of these cases I need multiple sides of the solid brush to be covered by a trigger. If we assumed that I needed a cube shaped brush covered, should I duplicate the brush and extend it 1 unit in all directions, or create 6 brushes, one for every face and tie them to the same entity?

    I know that both these methods would work, so I'm interested to find out which would be considered a better solution.

    Thanks
     
  2. iiboharz

    aa iiboharz Meme Queen

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    When you make triggers the entire brush should be the toolstrigger texture.
     
  3. Balls

    Balls L1: Registered

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    I know. Perhaps I didn't explain well... My question is regarding which way I should use trigger brushes. One brush with a big overlap or six brushes with no overlap.
     
  4. Egan

    aa Egan

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    Yeah a cube would be better, just one trigger that extends out all sides. The only thing to keep in mind is that trigger origins cannot be located in the void of the map or it will leak (inside of walls is fine).
     
  5. killohurtz

    aa killohurtz Distinction in Applied Carving

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    You can safely have a trigger brush intersecting another brush, so there is no need to create a separate trigger for each side of a solid brush.
     
  6. Balls

    Balls L1: Registered

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    Thanks for the replies. My only concern was if there would be some impact on performance this way, but I'm very glad not because one brush will take far less time and look less messy in hammer too.

    Yes I discovered this last week :). See: the 20 odd leaks I created while using the vertex tool :D