Another question about Spark 'Brushes'

FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
<div class="IPBDescription">This time with pictures!</div>So I've been treating Spark like hammer or Unreal Ed but I'm realising it has more in common with 3d modelling packages. I'm not an expert at those so I'd really like confirmation on the below.

This is an example of what parts of my level looks like, cubes with one or two faces, but the ones not visible to the player are deleted for optimisation.

<img src="http://img171.imageshack.us/img171/9662/model1.jpg" border="0" class="linked-image" />

But I was thinking, since these arn't the actual brushes I'm used to, wouldn't it be okay to delete the lines and vertices I'm not using too? Just keeping the faces I need. So I need to know if the below is acceptable for mapping in Spark and wouldn't throw up any errors when it comes to actually playing the level? I'm so used to having to build maps out of cube brushes that I didn't even think about this. I'm 99.9% sure the below is how to use brushes in Spark but I need some reassurance please.

<img src="http://img18.imageshack.us/img18/8846/model2r.jpg" border="0" class="linked-image" />

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    That's clearly the cleanest way to work. I try to delete all the unneeded edges/vertices.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2009
    At best it's deleting the crappy faces, at worst it's hiding them, either way it's easier to work with.

    If it has a plane tool that means it must support individual faces, and that means there's really no reason to use solid blocks.

    I have to say I'm really chuffed about this, it's like max only cooler, and with a game attached to it.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Try not to think in terms of brushes, but rather of faces. There's no need to build anything as a block unless it's actually visible as a block in the level.
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    Thanks, yeah it took me a while but I'm now used to how this all works in regards to how you should add level geometry. For the longest time I didn't even think about just using faces, too stuck in the way of hammer and unreal. It's damn refreshing to do it this way though, much more fun and intuitive, a lot faster too.

    Man I dig this editor so much.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    There's no major reason to delete anything either. It's a dynamic lighting/shadows engine so it's the lights you need to worry about for performance, not the geometry.
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