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

Brushwork, patches and other issues
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ailmanki
Posts: 15
Joined: Mon Feb 27, 2012 4:06 am
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Re: Patch VS brush for a simple wall

Postby ailmanki » Sun Mar 04, 2012 9:00 pm

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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Rylius
King wiki
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Joined: Wed Aug 17, 2011 8:14 pm
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Re: Patch VS brush for a simple wall

Postby Rylius » Sun Mar 04, 2012 9:57 pm

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.

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KroniK
Posts: 169
Joined: Tue Dec 06, 2011 9:44 pm
Location: Fairbanks, Alaska, USA

Re: Patch VS brush for a simple wall

Postby KroniK » Sun Mar 04, 2012 10:03 pm

"I still miss my ex girlfriend, but my aim is improving."

vulture
Posts: 59
Joined: Mon Feb 27, 2012 6:57 pm

Re: Patch VS brush for a simple wall

Postby vulture » Sun Mar 04, 2012 10:53 pm

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.

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xandaxs
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Re: Patch VS brush for a simple wall

Postby xandaxs » Mon Mar 05, 2012 7:36 am

Kronik. Check the CMM shader generator ;)
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