GtkRadiant/Otimizando mapas: diferenças entre revisões

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== Hint Brushes (Quake III BSP) ==
In a compiled map, all the space where a player could travel is made up of leaf-nodes (a node and a leaf are the same thing).
To grasp what these leaf-nodes are think of them as convex (not concave) invisible brushes that started as a big block that filled the interior space of the map, and this block was CSG subtracted by all structural brushes and hint brushes. If you have ever tried a CSG cut with many brushes you'll know what a mess it can make.
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There is nothing controlling the size or shape of the leaf-nodes in the vis stage described above. This is what hint brushes are for. Hint brushes are simply brushes with the common/hint shader on all faces. Q3map treats common/hint brushes exactly the same way as structural brushes when creating the leave-nodes, because common/hint shader contains surfaceparm structural. Think of them as invisible structural brushes. Leaf-nodes are always made along the faces of structural brushes. Thus a hint brush is very helpful in controlling the portals and your PVS.
 
<center>[[gtkradiant | voltar]]</center>[[Categoria: Manual de Gtkradiant]]
== Hint Brushes (Quake II BSP) ==
 
== Lightmaps ==
 
[[Categoria: Manual de Gtkradiant]]