VERC: Carving responsibly Last edited 5 years ago2019-04-19 07:44:29 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was recovered from an archive and needs to be reviewed

  1. The formatting may be incorrect as it was automatically converted to WikiCode from HTML, it needs to be revised and reformatted
  2. Some information may be out of date as it was written before Half-Life was available on Steam
  3. After the article is re-formatted and updated for Steam HL, remove this notice
  4. Please do not remove the archive notice from the bottom of the article.
  5. Some archive articles are no longer useful, or they duplicate information from other tutorials and entity guides. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
It is a bad habit of many new mappers to rely on Hammer's "carve" function. The reason is that carving has a plethroa of potential negative effects. Levels built upon carving more often than not experience many of the following: And many more...
Let's say you want to make a carve with an 8-sided cylinder. You will most certainly get the following result:
carve1a.gifcarve1a.gif
Notice the angles that the carve split the brush at. They are haphazard and very difficult to modify (imagine having to add another 8-sided cavity). Also, examine the boxed area - this vertex doesn't even align with the smallest grid size. This can create, among higher r_speeds, the dreaded LEAK.

Instead, build 90 degree brushes around the hole. Then add 45-45-90 degree triangles for the remaining 4 sides. The result is much more efficient, will save your map from such earlier mentioned problems, and looks just as good:
carve1b.gifcarve1b.gif
Alternately, you could do something like create an arch and set it's thickness so that the inside circle aligns with your cavity, then clip the edges to fit your cavity:
carve1c.gifcarve1c.gif
carve1d.gifcarve1d.gif

Here is another common situation. You are given a brush and you want to create a simple hall. In this case, carving is appropriate:
carve2a.gifcarve2a.gif
However, you now decide to add another hallway 90 degrees to your original hall, spanning the entire width of the original brush. If you carve here, you will loose efficiency. Here, 3 brushes created by the carve are highlighted when there should only be 1 brush. in their place:
carve2b.gifcarve2b.gif
Though carving has proved somewhat inefficient in this case, a little knowledge can easily fix this problem. Simply remove the extraneous brushes:
carve2c.gifcarve2c.gif

It all comes down to common sense. Carve only if you know what the results will be and if you know how to manually fine-tune the mess that carving will create. Don't carve with things at funny angles, angles that will result in vertices being placed off the grid. They will cause rounding errors in your vertices. Ultimately this will cause LEAKs and/or inefficiencies, not to mention portal errors and invalid brushes, and will ruin your map!

So please, if you're going to carve at all, DO IT RESPONSIBLY!

(And don't drink and drive...)
This article was originally published on the Valve Editing Resource Collective (VERC).
TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.

Comments

You must log in to post a comment. You can login or register a new account.