(He thinks the clipping options mentioned above make wall refinement super easy)
... it's kind of painful. It becomes more of a clip, duplicate, rotate-reverse-mirror, join back together at the seam, blah, blah...
The biggest problem with clipping even the simplest of shapes and other geometry (not even mentioning terrain!) is that any further editing of those brushes is going to be almost impossible without creating gaps and misaligned vertices that are "off the grid."Take that first screenshot of that thing kitsune did with the blue wall ornaments. If you want to make some changes later on to the height or width of those clipped brushes it's going to be a mess if you're not careful. Without a doubt sooner or later you'll create invalid/mangled brushes.Invalid brushes and/or microbrushes may not even be visible to the eye thus hard to track down but could cause the compiler to find vis-related errors, which in turn could cause visual errors in the map like the Hall-of-mirror effect and oddly colored spots due to leaking light. Let alone the rendering performance of the completed map.In other words keep it clean and tidy for as long as possible in this old game and you'll save yourself time and headaches... he spoke from experience. Clipping somewhat complex shapes is fine if: a) you set them as detail (don't do this with walls). and b) you know for sure that after the clipping you won't have to touch the brushes again. Second, texturing is so much easier when you've put your brushes and geometry tightly on a higher grid setting, eg. 8,16,32,64.Quote from: quadz on August 22, 2014, 08:40:26 PM... it's kind of painful. It becomes more of a clip, duplicate, rotate-reverse-mirror, join back together at the seam, blah, blah...Ugh! Tell me about it. But that's still the way to minimize the chance of glitches and errors and to get the best results in Q2 in terms of performance, compile times and visuals.
Quote from: r1 on August 22, 2014, 10:16:46 AM(He thinks the clipping options mentioned above make wall refinement super easy)I'll have to play around with the clipping a bit more. The other evening prior to my earlier post I'd been using the plane-clipping to create some basic shapes like this:But I wish the plane clip would optionally do a "split". I.e. if it can clip a brush, it could clearly split a brush (instead of deleting the clipped part.)So when I was mentioning CSG in my prior post, what I had in mind was a series of plane splits. This is all stuff that could already be done manually with TrenchBroom. But the lack of a plane "split" in favor of only a clip (unless I missed it in the options somewhere) makes one have to go through lots more machinations to achieve effects like punching a tunnel through a large solid.It's hard to tell from the picture above, but that floor is actually a very angular deep slab of ground. So I want to cut trenches in it, tunnels, etc.Such a thing could easily be accomplished with a series of plane splits and then a delete of the unwanted portion. But with only a plane clip available, it's kind of painful. It becomes more of a clip, duplicate, rotate-reverse-mirror, join back together at the seam, blah, blah...So that's the sort of feature I was hoping for. It's not full CSG, it's truly no more complicated than what TrenchBroom is already doing with the plane clip, if it just preserved the clipped portion.(And one could then build on that to automate things further... creating a "digging" brush that performed a series of plane splits and a delete, so one could go tunneling thru objects...)
But I wish the plane clip would optionally do a "split". I.e. if it can clip a brush, it could clearly split a brush (instead of deleting the clipped part.)So when I was mentioning CSG in my prior post, what I had in mind was a series of plane splits. This is all stuff that could already be done manually with TrenchBroom. But the lack of a plane "split" in favor of only a clip (unless I missed it in the options somewhere)So that's the sort of feature I was hoping for. It's not full CSG, it's truly no more complicated than what TrenchBroom is already doing with the plane clip, if it just preserved the clipped portion.
Then cycle through the clipping modes by clicking Ctrl-Enter till you see the one that leaves both brushes intact in orange. Press Enter again to make the cut.
it's also worth noting that clip mode is sometimes glitchy and does sometimes the opposite of what the highlight indicates or simply fails to apply. Sometimes you've just got to try more than once, but usually it still works pretty good! I use it like crazy, just about nothing I can't do with that mode long as I plan ahead carefully with it!
The biggest problem with clipping even the simplest of shapes and other geometry (not even mentioning terrain!) is that any further editing of those brushes is going to be almost impossible without creating gaps and misaligned vertices that are "off the grid."Take that first screenshot of that thing kitsune did with the blue wall ornaments. If you want to make some changes later on to the height or width of those clipped brushes it's going to be a mess if you're not careful. Without a doubt sooner or later you'll create invalid/mangled brushes.
Quote from: fdrjk on August 18, 2014, 12:17:00 PMQuote from: themuffinman on August 18, 2014, 12:06:41 PMAgreed on QuArK though... you have to be sadistic to map with that thing!some of us like it that way! I can't really speak to how it is for mapping, but I gotta assume that mapping with it would be as useful as modeling with it. And QuArK absolutely SUCKS BALLS for modeling. If you're modeling very very simple shapes, it's doable, but it's gonna take you a while.
Quote from: themuffinman on August 18, 2014, 12:06:41 PMAgreed on QuArK though... you have to be sadistic to map with that thing!some of us like it that way!
Agreed on QuArK though... you have to be sadistic to map with that thing!
Well since TB is open source, I guess I could try adding my plane-clipping digging brush feature...
Once that's done I select the newly cut out brush and sink it down to create my new trench like those glowy wire ones I got.
Second, texturing is so much easier when you've put your brushes and geometry tightly on a higher grid setting, eg. 8,16,32,64.
... without worrying or engaging in some meticulous planning process
So are you talking about clipping in Trenchbroom or some other editor?