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#8 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Good thought. I was thinking of another method, just roll with me on this. Instead of that old fashioned "build six cubes to make a room" routine, I was thinking more along the lines of doing like UT2004-style mapping, where you actually create one big cube, and "carve" your map instead of building it. That will minimize leaks, imo. I've done that, and it works. Just like Unreal, Source, too, will let you do this. I've been growing even more confident in that style of mapping...
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#9 (permalink) |
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Moderator
THE ARCHITECT!
Join Date: Jun 2008
Location: USA
Posts: 2,203
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I do carve, I make a block and do the ctrl + h and make wall thickness -16. This hollows out the cube and enlarges it 16 units on each side so the inner dimensions are the same as the original cubes outer dimensions. This way also cause no leaks, ever.
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^^^Topic area^^^ CS:S servers: Signature area 207.210.236.122:27015 -]ToC[- Tac-ops | RPG/DM | Recruiting 72.249.10.136:27015 -]ToC[- Tac-ops | Surf maps | Recruiting Website: www.tocclan.net Forums: www.tocclan.net/forums Looking for a server? Try CS.Com. |
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#10 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Right, I usually hollow out a skybox, then I make the inner play area the same way. So that way, if you carve out windows or skylights in the play area, it won't leak, since you have that skybox layer protecting you.
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#11 (permalink) |
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Moderator
THE ARCHITECT!
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Indeed.
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^^^Topic area^^^ CS:S servers: Signature area 207.210.236.122:27015 -]ToC[- Tac-ops | RPG/DM | Recruiting 72.249.10.136:27015 -]ToC[- Tac-ops | Surf maps | Recruiting Website: www.tocclan.net Forums: www.tocclan.net/forums Looking for a server? Try CS.Com. |
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#12 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Exactly, here's an example of what I'm talking about when you have that type of mapping technique:
![]() ![]() You can see that I have a sample room where I built a skylight, and a few windows. Carving vs. brush building is definitely a more efficient way to build to prevent leaks, and I believe that the OP should indeed take note of this type of method of building a map. The only problem that it has is that I have no player starts, but that's not the point of this thread, I just did this to show how doing this will make leaks non-existent. |
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#13 (permalink) |
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Moderator
THE ARCHITECT!
Join Date: Jun 2008
Location: USA
Posts: 2,203
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Eh, I alsways have that error, it's nothing to worry about.
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