Sel
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- Feb 18, 2009
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I'd also like to add that despite using less brushes, it's using about quadruple the triangles of if you did it with brushes.
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The gaurdian tunnels had more than a simple subdivide used in their creation. But that said, those tunnels were supposed to be more rounded than normal, due to how they were made. TF2 tunnels should be jaggedy to not only fit with the theme but how they were created (pick axes and dynamite).
Nah. You are wrong. Rules are meant to be broken. Anybody who says, "Tunnels MUST be made this way" is begging to be proven wrong.
The truth is, the way you make it depends on what its needs are. The needs have to be assessed on a case by case basis. You might make a sewer, for example, that is ringed with brick. It would be totally appropriate to do such a tunnel as a tube.
Thats right, but the displacements still take much less performance, because they can be rendered in batches or something.
How did nucleus build the mathematically perfect displacement arch-ramps? (the ones connecting from lower floor to upper lobby entrance)
iirc brushes are split up into batch sections based on where visleafs start and end on them. so you COULD have an extremely complex func_detail brush that's faster than a displacement.
I'm not in Windows at the moment, but if the ramps do indeed use displacements, then in all likelihood they were made by creating actual brush-based arches — four of them, each comprising a quarter of the width they were aiming at — and using their corners as a guide to line up the vertices of the displacement faces. That's how they built the Hydro dish.There's nothing wrong with using triangulated arches; that's usually smooth enough for people not to notice. TBH I'm not sure how Nucleus was made; I can't picture where the subdivide helper brushes would be. It's quite possible that the displacements were generated by some software, but I'm not sure if Valve would care enough to do so.
There's nothing wrong with using triangulated arches; that's usually smooth enough for people not to notice. TBH I'm not sure how Nucleus was made; I can't picture where the subdivide helper brushes would be. It's quite possible that the displacements were generated by some software, but I'm not sure if Valve would care enough to do so.
It's because imageshack is a steaming pile of turd. My old tutorials used it, some of the images still exist, others have disappeared