From: rick_clark_at_acsdal-settlement@acs-inc.com
To: <ml@qoole.com>
Reply-To: ml@qoole.com
Date: Mon, 12 Jan 98 08:59:43 -0600
Subject: Re: [Q1] LEAK SOLUTION, kinda... 


     I position my two rooms where I want them, then I add a brush that 
     connects the two rooms. I make this brush larger than the corridor 
     needs to be. I then subtract the brush. If you subtract the brush 
     you'll have a clean corridor and all one texture. This is still a 
     solid brush at this point.
     
     I then duplicate the brush, size it down and insert it into my still 
     solid corridor brush. This second brush will be the size of my 
     corridor space; i.e. what you walk thru. I make sure it sticks out of 
     the first brush at both ends, to get a clean subtract. Then I subtract 
     the second brush and then delete it.
     
     I have a corridor and it is all the same texture. I don't have to mess 
     around with getting it properly aligned. This method is also fast. I 
     can do the major layout work of my level in just a few minutes this 
     way (minus the detail of course).
     
     The best way to avoid leaks is to do the major layout work first, make 
     sure its all OK, then detail each room, one at a time. It takes 
     planning of course and a little thinking ahead.
     
     Also, if you version your saves, you can drop back to a clean file if 
     you need to.
     
     Rick Clark
     rickdale@flash.net
     http://www.flash.net/~rickdale/
     


______________________________ Reply Separator _________________________________
Subject: [Q1] LEAK SOLUTION, kinda... 
Author:  <ml@qoole.com > at internet
Date:    1/12/98 2:45 AM


Guess what?
It seems like the best way to connect a room and hall with leaks is to remake it
so the the room already has the hole size you want (via CSG Subtract) THEN make 
the the hall just a LITTLE bit larger than the hole.  Basically, you end up with
two solid (kinda) brushes intersecting each other, which may not be completely 
clean, but the leaks are on longer there.  A LOT better than trying to cube the 
whole level, that's for sure, and it doen't appear to add ANY additional time to
QBSP or VIS!  Try to INTERSECT YOUR BRUSHES if you're having a leak problem at a
connection point (which is probably in most cases). 
Any comments are welcome!
Ken B.
kbagwell@slip.net
     




