By default, Radiant shows a count of the total number of brushes and entities in a map. For example, a map I am working on now shows
Brushes: 8861 Entities: 607
1. I would like to modify this to include a count of the total number of patch meshes in a map. How to do this?
2. I would like to replace the entity count with a point entity count and a brush entity count. Can this be done?
Patch mesh count
Patch mesh count
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Patch mesh count
Oh yeah. second point could be pretty handy, since you dont have to get out your calc and count the brush ents 
Had this problem with old town (you know, all the sharded windows...)

Had this problem with old town (you know, all the sharded windows...)
Sorry for my bad spelling - I am still asleep. 
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|


|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|

Re: Patch mesh count
Don't use patch meshes, patch meshes are evil. Period, if you need something that requires a patch mesh to be used, make an .ASE model and import it.
Patch meshes are evil, remember that.
Patch meshes are evil, remember that.
Re: Patch mesh count
do you have a better way to do 1-sided and/or non-lemmable surfaces? 

Re: Patch mesh count
vulture wrote:do you have a better way to do 1-sided and/or non-lemmable surfaces?
You need explain your problem into more details.
What i understood is that you need a single sided surface that wont cause damage when you fall on top of it.
Re: Patch mesh count
Rayne wrote:Don't use patch meshes, patch meshes are evil. Period, if you need something that requires a patch mesh to be used, make an .ASE model and import it.
Patch meshes are evil, remember that.
So you never use patches for anything? What about a simple archway or straight pipe/tunnel?
I have tried to make .ase files using patch meshes and there are always triangles missing.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Patch mesh count
RedSnappa wrote:Rayne wrote:Don't use patch meshes, patch meshes are evil. Period, if you need something that requires a patch mesh to be used, make an .ASE model and import it.
Patch meshes are evil, remember that.
So you never use patches for anything? What about a simple archway or straight pipe/tunnel?
I have tried to make .ase files using patch meshes and there are always triangles missing.
Never for anything.
Why would you make .ase models out of patch meshes, just use any 3d modeling software there is.