User talk:Rockn-Roll/Beginner Portal Map Tutorial: Difference between revisions
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There appears to be a major flaw in your tutorial: You are suggesting intersecting brushes, which will both crop textures and (from the outside) create graphics glitches. Brushes that merely touch corners does ''not'' create leaks. --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 21:43, 11 February 2011 (UTC) | There appears to be a major flaw in your tutorial: You are suggesting intersecting brushes, which will both crop textures and (from the outside) create graphics glitches. Brushes that merely touch corners does ''not'' create leaks. --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 21:43, 11 February 2011 (UTC) | ||
[[File:Hammer_roomEnclosed.png|right]] | [[File:Hammer_roomEnclosed.png|right]] | ||
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[[User:Thelonesoldier|Thelonesoldier]] 23:09, 11 February 2011 (UTC) | [[User:Thelonesoldier|Thelonesoldier]] 23:09, 11 February 2011 (UTC) | ||
:Hmm...OK...I do remember that it used to cause graphic glitches when the brushes don't overlap. Either the engine has been improved...which of course is true, and/or it was a problem with the Quake 2 editor which I also worked with in 1998. Is there a way for me to delete those images? | |||
To add, please refer to the tutorial: http://developer.valvesoftware.com/wiki/Creating_a_Room. | |||
:To be honest...the reason why I started to recreate the tutorial was because I was having difficulty following the existing Beginner Portal Map Tutorial. It wasn't until later that I found the Creating_a_room tutorial. | |||
Also, I noticed you mentioned somewhere in your tutorial that you are to move a brush "18 units" up. The grids you see in Hammer, unless the size is set to 1x1, does not represent one unit. For instance, the popular standard width for walls that are in contact with the void are generally 16 units thick. In your case, if the grid size was set at 32x32, then 18 spaces would be 576 units. --[[User:Mattshu|Mattshu]] 23:40, 11 February 2011 (UTC) | |||
:Yes...I understand that...what phrase would be correct? Grid squares? |
Revision as of 17:14, 11 February 2011
There appears to be a major flaw in your tutorial: You are suggesting intersecting brushes, which will both crop textures and (from the outside) create graphics glitches. Brushes that merely touch corners does not create leaks. --MossyBucket (formerly Andreasen) 21:43, 11 February 2011 (UTC)
Agreed, I really hope you haven't been constructing entire levels with overlapping brushes. The generally accepted method is as shown here: Thelonesoldier 23:09, 11 February 2011 (UTC)
- Hmm...OK...I do remember that it used to cause graphic glitches when the brushes don't overlap. Either the engine has been improved...which of course is true, and/or it was a problem with the Quake 2 editor which I also worked with in 1998. Is there a way for me to delete those images?
To add, please refer to the tutorial: http://developer.valvesoftware.com/wiki/Creating_a_Room.
- To be honest...the reason why I started to recreate the tutorial was because I was having difficulty following the existing Beginner Portal Map Tutorial. It wasn't until later that I found the Creating_a_room tutorial.
Also, I noticed you mentioned somewhere in your tutorial that you are to move a brush "18 units" up. The grids you see in Hammer, unless the size is set to 1x1, does not represent one unit. For instance, the popular standard width for walls that are in contact with the void are generally 16 units thick. In your case, if the grid size was set at 32x32, then 18 spaces would be 576 units. --Mattshu 23:40, 11 February 2011 (UTC)
- Yes...I understand that...what phrase would be correct? Grid squares?