Editing Brush
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A brush can be made to represent anything from solid matter (metal, dirt, wood, etc.) to liquids (lava, water, etc.) depending on the textures and materials applied to them. | A brush can be made to represent anything from solid matter (metal, dirt, wood, etc.) to liquids (lava, water, etc.) depending on the textures and materials applied to them. | ||
− | Brush is constructive solid geometry (CSG) | + | Brush is constructive solid geometry (CSG). It uses a form made of its sides and a volume which is anyting inside. CSG brushes are presented in Unreal Engine (1/2/3), Torgue engine, Cryengine 3. Hammer (native editor for Source engine games) is using it too. CSG is popular because a modeler can use a set of relatively simple objects to create very complicated geometry. User can revise their complex geometry by changing the position of objects or by changing brush attributes. |
− | + | === Shape === | |
− | + | ||
− | == Shape == | + | |
Properly constructed brush follows this rules: | Properly constructed brush follows this rules: | ||
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* If sliced by the plane of any of its sides, the whole brush will be on one side of the plane | * If sliced by the plane of any of its sides, the whole brush will be on one side of the plane | ||
− | {{Important|Radiant have tools to | + | {{Important|If modifying brush shape, all these rules must be followed. Radiant have tools to move/transform brush vertexes, sides and planes. If you apply transformation that will lead to CSG rules breakage, resulting brush will become invalid. For most cases Radiant does not allow you to do that.}} |
− | + | ||
− | [[File:Brush rules.jpg| | + | [[File:Brush rules.jpg|600px]] |
− | == Texturing == | + | === Texturing === |
Since brush internal structure doesn't have vertices, it is using special projection technique to get texture mapping: | Since brush internal structure doesn't have vertices, it is using special projection technique to get texture mapping: | ||
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* Rotating texture is tricky as no rotation origin is specified, this leads to texture breakage when brush is rotated to small angles (90 degrees rotation works fine). | * Rotating texture is tricky as no rotation origin is specified, this leads to texture breakage when brush is rotated to small angles (90 degrees rotation works fine). | ||
− | * Texturing may | + | * Texturing may brake if texture resolution is changed (there is a material trick to bypass that). |
Along with limitations, there is a number of benefits: | Along with limitations, there is a number of benefits: | ||
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* Can modify brush in various ways with no texture breakage (make a wall longer for example). | * Can modify brush in various ways with no texture breakage (make a wall longer for example). | ||
− | == Volume == | + | === Volume === |
==== Brush contents ==== | ==== Brush contents ==== | ||
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Also if a brush have sides marked detailed or transparent, it will be forced transparent. | Also if a brush have sides marked detailed or transparent, it will be forced transparent. | ||
− | == Brush vs Patch mesh vs Triangle model == | + | === Brush vs Patch mesh vs Triangle model === |
− | Brushes are essential | + | Brushes are essential things to make: |
− | * Geometry that requires a volume to function properly (water, triggers) | + | * Geometry that requires a volume to function properly (water, triggers) |
− | * Level hull structure (the geometry that forms [[VIS]] portal tree) | + | * Level hull structure (the geometry that forms [[VIS]] portal tree) |
* Geometry used to connect rooms together. | * Geometry used to connect rooms together. | ||
− | Brushes are good | + | Brushes are good things to make: |
− | * Simple detail objects used to cover corners and connect parts of level together | + | * Simple detail objects used to cover corners and connect parts of level together |
* Semi-complex objects, which are derived version of some generic object (think house or other building) but with altered proportions/moved walls. | * Semi-complex objects, which are derived version of some generic object (think house or other building) but with altered proportions/moved walls. | ||
− | * Geometry that is more convenient to make with brushes (using it's features - CSG operators, projection texturing and ability to be edited in level editor) | + | * Geometry that is more convenient to make with brushes (using it's features - CSG operators, projection texturing and ability to be edited in level editor) |
− | For all other cases, [[patch mesh|patch meshes]] and triangle models are better and easier alternative to work with. | + | For all other cases, [[patch mesh|patch meshes]] and triangle models are better and more easier alternative to work with. |
Some examples of good and bad usage of brushes: | Some examples of good and bad usage of brushes: | ||
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| Walls | | Walls | ||
| <font color=green>Good choice</font> | | <font color=green>Good choice</font> | ||
− | | Same as for the floor. Walls are part of map hull and when working with map, you ofter | + | | Same as for the floor. Walls are part of map hull and when working with map, you are ofter reconfiguring your walls. |
|- | |- | ||
| Statue | | Statue | ||
| <font color=red>Not a good choice</font> | | <font color=red>Not a good choice</font> | ||
− | | Since complex models are broken into many brushes, it is hard to control texturing on them. Also texture projection is only capable of making simple UV. So you statue | + | | Since complex models are broken into many brushes, it is hard to control texturing on them. Also texture projection is only capable of making simple UV. So you statue withg be either crude or will take insane abount of time to build with brushes. |
|- | |- | ||
| Chair | | Chair | ||
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|- | |- | ||
| Terrain | | Terrain | ||
− | | <font color=orange> | + | | <font color=orange>may be good choice</font> |
− | | Small chunks of terrain | + | | Small chunks of terrain is good to make with brushes, as they can be reconfigured in editor and dont need a works with exporting/importing as for models. Brushes also part of the .map file, so it dont generates any external files. Vertex alpha should be handled by colormod brushes. The big landscapes is not good to make with brushes, because big terrain takes 5000+ brushes and per-brush works is quite uneffective for it. |
|- | |- | ||
| House | | House | ||
− | | <font color=orange> | + | | <font color=orange>may be good choice</font> |
− | | Since brush have projection texturing, its easy to move house walls/alter | + | | Since brush have projection texturing, its easy to move house walls/alter it's height without texture breakage, which may be easy way to make villages. But house is complex object, and making it with brushes may get hard and uneffective, depending on house design. So it's up to designer whether use brushes or triangle models for buildings. |
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[[Category:Glossary]] | [[Category:Glossary]] | ||
− | {{grammar | + | {{grammar}} |
__NOTOC__ | __NOTOC__ |