Tremulous Forum

Media => Mapping Center => Topic started by: Megistos on May 24, 2008, 01:59:19 pm

Title: Vis portals and detail brushes
Post by: Megistos on May 24, 2008, 01:59:19 pm
The other day, to have a look at how it's really done, I decompiled Karith's .bsp into a .map and took a look. The page I got the relevant command from said there might be a few errors in decompiling it, and I noticed things like unaligned textures.

The thing I noticed most, however, was that all the fantastic detail on the walls was made up of structural brushes, not detail brushes. Is this an error created by the decompiling process, or is Karith doing something weird? I always thought it was best to make brushes detail if they didn't touch the void - the way Karith's .map looked, there would have been thousands upon thousands of vis portals.
Title: Re: Vis portals and detail brushes
Post by: Kaleo on May 24, 2008, 02:23:21 pm
Decompile Transit.
Title: Re: Vis portals and detail brushes
Post by: Taiyo.uk on May 24, 2008, 03:17:45 pm
The thing I noticed most, however, was that all the fantastic detail on the walls was made up of structural brushes, not detail brushes. Is this an error created by the decompiling process, or is Karith doing something weird?
Yes, this is what happens when you decompile. All brushes in a decompiled .map will be structural.
Title: Re: Vis portals and detail brushes
Post by: n.o.s.brain on May 24, 2008, 09:38:14 pm
i dont see why decompiling ruins the maps like that, i mean, all the information about detail and structural and texture alignment is in the bsp, amirite? could some coder make a decompiler that would fix that?
Title: Re: Vis portals and detail brushes
Post by: TRaK on May 24, 2008, 10:15:37 pm
This thread here (http://alientrap.org/forum/viewtopic.php?t=3092) mentions a q3map2 patch by div0 that fixes the texture alignment issues with decompiling. I don't know any of the details though.
Title: Re: Vis portals and detail brushes
Post by: epsy on May 24, 2008, 10:55:50 pm
the structural/detail flag is stripped when compiling, simply because they are only useful at VIS portals creation and that's done at compilation stage

that makes it impossible to know if a brush has been marked as detail or not

now if there is a way to "guess" it, i don't know
it may work detecting brushes that "overlap"(well every brush overlaps these) VIS portals, trough false positives may be quite common
Title: Re: Vis portals and detail brushes
Post by: Lava Croft on May 25, 2008, 10:00:43 am
Decompiling maps in an attempt to learn from them is a bad habit in general.
Title: Re: Vis portals and detail brushes
Post by: n.o.s.brain on May 26, 2008, 12:36:01 am
lolyeah, it induces theft of brushwork.