Face splitting with a func_wall?! Created 20 years ago2004-08-02 08:39:04 UTC by Coolfat3459 Coolfat3459

Created 20 years ago2004-08-02 08:39:04 UTC by Coolfat3459 Coolfat3459

Posted 20 years ago2004-08-02 08:39:04 UTC Post #47547
I thought you couldn't get face splitting with entities. Is this possible? Because in a map of Life Gear there has been major face splitting coming from a func_wall. Well at least I'm pretty sure its coming from it. I checked and nothing else matched.
Posted 20 years ago2004-08-02 08:49:06 UTC Post #47548
Entities can split faces that are part of the entity itself. They won't split up faces from other entities or from the world.

Look at it as 'groups'. Only brushes in the same group can split up each others faces. Each entity is a seperate 'group', and the world is a 'group' itself too.
Posted 20 years ago2004-08-02 09:57:58 UTC Post #47551
This is a func_wall, of one block, splitting the face of a one block world brush. Doesnt that sound a little weird to you? To anybody?
Posted 20 years ago2004-08-02 11:24:14 UTC Post #47570
No entity can split the world.
Maybe it's just the 240unit subdivide.
Also there is a maximum size for leaf nodes, default is 1024.
This causes a new leaf to begin every 1024 units, which results in world splitting too.
Posted 20 years ago2004-08-02 12:57:24 UTC Post #47577
Well that must be it.
Posted 20 years ago2004-08-02 13:41:24 UTC Post #47579
This also happens to me sometimes and I hate it. I'm a perfectionist, so I always want optimal face splitting.
Try running hlbsp with -maxnodesize 4096, thst might help.
If not your face is probably longer then 240 texels, did you scale the texture down?
Posted 20 years ago2004-08-02 14:09:57 UTC Post #47588
Didnt change anythin about the ground from the defaults. Must be the nodes
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