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View Full Version : cure for sloppy BSP?



legacy-thinkingfeller
09-27-2003, 09:56 AM
I did a search and came up empty handed, so if anyone knows of a thread that covers this, please point me in the right direction.

I'm making a space floater/arena map and was wondering the repercussions of surrounding ALL of my BSP with the builder brush, clicking intersect, and making one huge brush? i've never heard if this would be bad or good, although I'm kinda thinking it would be bad. the map is essentially a platform a la deep space nine. (i know, how original...) :p there is no subtracted space inside of the platform, btw.

i'll probably have to rebuild this anyhow, but i'm curious nonetheless.

thanks.

legacy-petey247
09-27-2003, 01:04 PM
Probably not a good idea. You would have trouble optimizing the map, specifically, occlusion would be a kluge.

legacy-Bonehed316
09-27-2003, 03:07 PM
worst idea ever. complex brushes = bad. if anything, its usually better to have a lot of simple brushes than one complex brush. bsp is weird, and gives errors, bsp holes, or doesnt light properly, when you dont funky things like that. try it if you must, but do be sure and back up your map first.

legacy-thinkingfeller
09-27-2003, 10:11 PM
thanks for the feedback, i had a feeling it couldn't be too good of an idea. but i feel better about having a bit o sloppiness in the BSP department now.