Vis zoning:

        BSP       

   hullmakers   

      portals     

       demo      



     brushes     

      nosnap     

 'office'
 [email protected]

   What I want to talk about in this section is the 'Properties' tab for a
  regular brush, and how those properties influence the framerate and aspect
  of a map:
  

    Most of the info for each property can be
   obtained by simply clicking the name of the
   property. That's why I won't talk about
   properties like 'solid' or 'translucent'.
    However, we'll be talking about 'lightmap',
   'subdivide', 'invisible' and 'nonexistant'.

   a. Invisible
    Turning this true will make your brush
   invisible. It'll still be in your level; if
   they're solid, you can still bump into them,
   although you won't see it. While invisible,
   it doesn't matter the texture applied.

   b. Nonexistant
    A nonexistant brush 'lives' only in DEdit.
   It won't appear in your level. Useful mainly
   as a ruler.

   c. Lightmap
    One of the best way to shade a brush is
   through LightMapping. You'll get the most
   natural-looking shaddows ever. However, 
   this will also increase the poly count
   (see modmakers tutorial and the docs that
   came with the tools).

  
d. Subdivide We'll be spending quite some time talking about this one ... Usualy, when you have two brushes intersecting like this, the processor will split the brushes using the planes of one of them to split the other one. Worst case scenario? More than 4 brushes instead of two:
You'll probably say: "So fucking what?". Well! How many faces (polies) has a cubic brush? 6 you say? OK! Now two brushes that don't intersect, each having 6 polies gives us 12 polies. Two brushes that intersect (that is at least 4 brushes!) will give us 24 polies. Ouch! The poly count just doubled! That's the reason why all tutorials state repeatedly 'have your brushes touch neatly, but do not intersect them'. However, you might need a structure that has intesecting brushes. What to do? For start, we'll turn the 'Subdivide' flag to "FALSE" on the intersecting brushes:
To make sure that we won't split our brushes, when processing, we'll clear the 'Fix T-junctions' checkbox:
Now we can intersect those brushes in any way we like. We'll still have only 12 polies.
index