yea i dont like just cornering it up, i get paranoid about leaks. but sometimes when i have one big, broad brush for a floor, there will be diagonal cracks forming big diamond cracks in my floor, lol. i dont know how to stop that...but thanks for the tip.
sent from my government laptop ----- Original Message ----- From: Nathan West <lucret...@gmail.com> Date: Thursday, June 17, 2010 11:25 am Subject: Re: [hlmappers] Optimization Questions To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com> > The best way to avoid those edges is to make sure your enclosing > brushesintersect along a face, not just an edge (in my > experience, at least) > > Sent from my droid > > On Jun 17, 2010 12:21 PM, "Benjamin J Dunbar" > <bdunb...@student.scad.edu>wrote: > > Hey man, that's an enormous help for me. Thank you. > > It looks like func_lod is worth trying out. > > Question about "waterindices": Does it say anything about there > being a > limit or breaking point for them? I'm only halfway to the > brush limit but > the "waterindices" is up to 85%, do you think the engine will > break if I > ended up going much higher? The map itself has great frame > rates. > The other wierd thing is that I normally get those "glimmering > edges and > cracks" in my brushes no matter what I do. They usually > appear in dark > areas and at distances greater than 500 units. I have > learned to deal with > it and map in such a way that gives very few long-distance views > in darkness > - ei dark tunnels. > > Thanks again > > > ----- Original Message ----- > From: "Kenneth B. Swisher" <capt...@qis.net> > Date: Thursday, June 17, ... > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers