I'm not sure I understand.

Image please?

Draco18s


On Thu, Jun 17, 2010 at 12:34 PM, Benjamin J Dunbar <
bdunb...@student.scad.edu> wrote:

> 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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> >
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