![]() This once again gives you the ability to have a simple plane. In source engine, this is done through the "Nodraw" tool, a simple way to tell the computer to ignore the existence of any chosen face of a brush. That's why it's vital to make sure that the computer doesn't even consider those faces. Now, obviously it's an awful waste of resources to have all these polygons (as that is what the brushes are as soon as you're in game) serving no purpose on the "negative" side of the map, the side where with any luck no player will see. We finally achieve the shape that takes about 3 seconds to make polygonally. The room now with "nodraw" on all outside faces. Or, at least, I haven't encountered many. There are few such impeding devices when working with brushes. ![]() There's also the added bonus of not having to worry at all about 5 sided polygons or any of that malarkey. The downtime gives me more time to consider what I'm doing, whereas with polygons I start and don't stop for nothin'. It really makes you think of exactly what you're doing at all times. Sounds kind of ridiculous, no? In truth, there's something appealing to me about this decidedly methodical way of doing things. It also changes the simple act of ctrl+click and tap F once (the polygonal way), to making six rectangle and carefully aligning them to make an inner cube, making sure there are no gaps. Failure to do so can apparently lead to a performance hit. For instance, it's bad to have two brush faces overlap, and the solution to this is to have only the one edge of each brush touching. This alters the approach slightly between the two methods. That means the most basic shape you can make is a rectangular prism. But when working with brushes, everything has to be a solid shape - no holes. When making a wall, that wall does not have to consist of anything more then one face. See, when working with polygons, the plane is your best friend. On the brush room, the (not pictured) inside faces are the ones that actually are important. That is to say, there is no way to make an object with a hole. The interesting conceit here that makes it quite a bit different than working with regular polygons: There is no option to make a simple plane. When building a map in Hammer, the main tool is a simple device called a "brush", primitive geometry that - using a couple of complimentary tools - are easy to mold into whatever shape is required. Free from the requirement of having to think about how to style and construct my map, the task turned in to simple labor, and I finished it quick-smart. ![]() That certainly sounds like a stupid task, to redo literally everything I've done again simply for the fact that the data is non-transferable, And to be honest, it is, but I soon learned it was fairly simple one. So this past while, I've been taking everything I've done thus far and remaking it in Hammer, Source engine's editor. I felt I had a pretty strong idea of where I wanted to take it, both visually and gameplay-wise. Last time you heard from me, I was finishing up the conceptualization of my map. ![]()
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