walls

Discussion in 'Mapping Questions & Discussion' started by brokenshadows, Mar 23, 2011.

  1. brokenshadows

    brokenshadows L1: Registered

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    First off, I only started attempting to build a map late last week, so this is probably going to be something obvious to the rest of you... :blushing:

    When building walls in Hammer, is it better to start with a block that is the size of the room you want and then use the "make hollow" function...or is it better to build each wall individually?

    The "make hollow" route seems like it would be better to avoid gaps, but the individual route seems like it would be better for texturing and for odd shaped rooms...

    I am fairly detail oriented, so watching out for gaps isn't a "huge" concern, however it seems to significantly increase my work-time when compared to simply hollowing out a big box...
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    No, You want to make them as indiviual brushes. Making rooms hollow is never a good idea. Its like carving, as a beginner, don't use either for now.
     
  3. Sgt Frag

    Sgt Frag L14: Epic Member

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    Yeah, it's easy enough to make one wall, shift-drag it to copy, then resize as needed.

    Just be sure to stay on at least grid 8 or 16 and it'll be easy to keep the brushes snapped so you won't get leaks. Then use a smaller grid when you make details that don't have to seal the void.
     
  4. brokenshadows

    brokenshadows L1: Registered

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    yeah, i just figured out the shift-drag thing a little while after posting the question...

    out of curiosity, why is the hollow (or carve) method "bad"? i'll be using the shift-drag thing to duplicate walls, as it gives me more individual control...but that whole "detail oriented" thing coupled with a morbid sense of curiosity makes me wonder why the other method is bad...
     
  5. ardysqrrl

    ardysqrrl L4: Comfortable Member

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    using the carve method pretty much invariably results in more brushes than there'd be than if you used proper clipping techniques yourself. This results in increased compile times and more difficulty making adjustments down the line.

    For what it's worth I sometimes use Make Hollow but only for very specific purposes, such as adding a new path where before there was only void
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Simpley, Carving can create (from what I'm told) really weird dimensions, like a block thats 3.37564x23.3636x235.333 HU.... compilers and the engine doesn't like that, too much to calculate, and on most computers, it just falls apart.
     
  7. Pocket

    aa Pocket func_croc

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    You're asking a machine to do a human's job. And a not-very-well-programmed machine at that.
     
  8. Sgt Frag

    Sgt Frag L14: Epic Member

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    Really carve isn't as bad as everyone makes it sound IF you make sure your brushes are snapped to the grid AND you don't try complex shapes.

    The worst part about it using a block to carve a doorway for example, is that it'll cut the brushes in a rotation fashion. So you get a tall brush next to a door, then one that goes across, then one that goes down from there...

    If you just cut by hand you can have 2 vertical brushes on each side of door, and one above that's easy to drag up/down to resize height (that's how I like to make doorways). It's just cleaner and gives you the results YOU want, not that Hammer wants.

    If you use it to cut cylinders, etc... then brush work can get messy.
    ----------

    Hollow is alright some, but same thing, you get what Hammer wants, which might not be what you want.
    Plus if you make a room like that, then a room next to it you still have to delete one wall, and cut a doorway into another wall... So it's a quick way to make a room, but it'll always need some hand working anyway.