New version up. This greatly reduces the amount of created brushes for visblockers and skyfillers by "merging" adjacent brushes (well, in fact it doesn't merge but directly creates fitting brushes).
This should give much nicer map files.
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divVerent wrote:I wonder if .ase models can create structural brushes when their shader contains "surfaceparm structural". If that works, that would erase the only problem with embedding .ase models...
tZork wrote:TVR [Public Terminal] wrote:Due the usage of alpha channel to determine the existence of a brush at a pixel, it seems as if this plugin was idealized with the creation of Facing Worlds/Broken World-style space floater in mind.
Unfortunately, for it to be viable to do so, a tri-soup thickness option is needed.torus wrote:Very niceI haven't used it, but it looks like it could be useful for making tri-soups where a model isn't practical.
.ASE models should never be used for terrain, reiteration is tiresome.
Facing maybe, broken no, it has a rather visible underside and afaik this tool will not uvmap so you will most likely have to use projected texturing, witch is nice and easy and totaly sux for steep / caved in surfaces.
tZork wrote: ase models are the only real option for complicated terrain / terrain elements if you want to have no / few visible seams and compleate the map in less then a decade.
tZork wrote: its also to same deal as far as the engine is consernd since forcemata models are broken down just the same way detail brushes are.
tZork wrote: if you dont want to use models, dont. But stop puting unsubstantiated propaganda in ppls head. theres no practical reason not to use em.
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