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, ...
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