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Custom Map Makers • Patch VS brush for a simple wall - Page 2
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Re: Patch VS brush for a simple wall

Posted: Sun Mar 04, 2012 9:00 pm
by ailmanki
Imho you could achieve the highest visual quality by using patches. If the physics arent nice, use those brushes.
The nice thing about patches is, that one can actually configure the game as one wishes..

I guess UT can use that also?
http://wet.peyote.ch/netradiant/subidivisions
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Re: Patch VS brush for a simple wall

Posted: Sun Mar 04, 2012 9:57 pm
by Rylius
I compile with -patchmeta all the time, this turns patch meshes into the usual trisouped stuff - that way I can exactly control how it looks ingame from Radiant. I can't control what the players have this cvar set to, so I'm going for this approach to get consistent results.

But I do agree, patches are a very easy way to create some quality visuals - I personally use them myself quite a lot.

Re: Patch VS brush for a simple wall

Posted: Sun Mar 04, 2012 10:03 pm
by KroniK

Re: Patch VS brush for a simple wall

Posted: Sun Mar 04, 2012 10:53 pm
by vulture
For concave curves you should never have lemming problems. Overlapped brushes (the best brush to use for ramps imo) basically make it impossible for lems to happen. In the rare case that there is an exception (e.g. if you yank out the end, leaving an exposed corner) you can fix it by adding a tiny aligned patch mesh, or maybe adding a shingle if appropriate.

Re: Patch VS brush for a simple wall

Posted: Mon Mar 05, 2012 7:36 am
by xandaxs
Kronik. Check the CMM shader generator ;)