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- prioritize vertical walls?
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- skip surfaces are now completely irrelevent?
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- hint surface on a detail brush is illegal
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- hint brushes and area brushes are just structural-open content?
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- anything with a shader definition is translucent?
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- opaque-structural
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- opaque-detail
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- translucent
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- areaportals are structural
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- In copy brush for csg:???
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- if (newbrush->sides[j].surf & SURF_HINT)
- newbrush->sides[j].visible = true; // hints are always visible
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- solid trans nodraw
- 1 0 0 normal wall
- 1 1 0 window
- 1 1 1 invisible wall (different than a clip brush, probably bad idea)
- 1 0 1 caulk
- 0 1 0 vines
- 0 1 1 ladders, hints, skips, triggers, player clip brushes, water joints
- 0 0 0 illusionary walls that block vis ( solid water boundaries, not a good idea )
- 0 0 1 triggers that block vis (bad idea)
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- All trans brushes are considered detail
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- An "opaque" brush is a brush thats interior will never be seen or contacted. Q3map is free to completely
- remove brushes that are entirely in solid areas.
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- The surfaces of an opaque brush will be drawable unless they have the "nodraw" surface flag.
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- A "detail" brush is a brush that will not chop up the world into more visibility clusters. All
- non-opaque brushes are detail brushes, but opaque brushes may be flagged detail to speed vis times and
- reduce cluster count.
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- Detail is a flag set in the editor, not a property of the surfaces of the brush.
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- A "structural" brush is an opaque, non detail brush.
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- The caulk surface is an opaque, nodraw surface that will cause a hall-of-mirrors if seen.
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- visibility, leak testing: opaque, non-detail brushes, no patches
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- lighting: all opaque brushes block light, all others pass it
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- Opaque brushes are solid to everything, but non-opaque brushes
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-
- Putting a translucent shader on an opaque brush will result in hall-of-mirrors or overblend visual errors.
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-
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- all solid
- player solid
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- First the bsp is constructed with all of the hint faces
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- Then all of the opaque, non-detail brushes are inserted.
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- This defines the clusters used for visibility determination
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- Clusters are either opaque or translucent
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- Flood filling is performed
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- Any brush surfaces that do not face a translucent cluster are removed.
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- All of the remaining brushes and surfaces are inserted into the tree
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- Brush faces that do not face any translucent clusters are removed, but it is possible to have
- wasted unseeable faces that are contained in other opaque detail brushes.
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-
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- G:\quake3\baseq3\maps>q3map -info work_dm2
- ---------------------
- work_dm2.bsp: 424328
- 3 models 144
- 1379 brushes 16548
- 9454 brushsides 75632
- 3314 planes 66280
- 189 entdata 13117
-
- 4067 nodes 113876
- 4071 leafs 113988
- 6916 leaffaces 13832
- 5393 leafbrushes 10786
- ---------------------
-
-
- new way ( ugh )
- G:\quake3\baseq3\maps>q3map -info work_dm2
- ---------------------
- work_dm2.bsp: 525152
- 3 models 144
- 1379 brushes 16548
- 9454 brushsides 75632
- 3314 planes 66280
- 189 entdata 13117
-
- 5775 nodes 161700
- 5779 leafs 161812
- 6599 leaffaces 13198
- 8278 leafbrushes 16556
- ---------------------
-