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how to hide bsp face in the editor

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    how to hide bsp face in the editor

    How can I hide the exterior faces of a room for ease of editing the interior?

    #2
    You can press Q to toggle BSP faces. I dont think you can hide individual faces, aside from assigning a transparent material to that face, with all the hassle that generates.

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      #3
      So, in design, do people typically deal with a wall in their face when looking into a room from the outside?

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        #4
        You can click on the face, right click, and choose hide but most things are done with static mesh nowdays so this "typically" is not that big of an issue.

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          #5
          Thanks, that's what I was looking for. And thanks for the pointer on the static mesh use. And how would you hide selected faces of a static mesh?

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            #6
            I organize mesh with groups.

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              #7
              Well great! Remember my post is regarding hiding individual faces of BSP brushes.

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                #8
                And my last reply was not directed at your original post. I already answered your original post and you asked separate question about static mesh. You can't hide selected faces of a static mesh. You can't do that in even in Maya and for organizing purpose I absolutely don't see a reason to.

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                  #9
                  Dang! You sound serious. But word up: you can hide them in Maya, and you will if that's how you work. I know you don't see a reason to nowdays, that's why you're suggesting I adopt your methods. Once again, thanks for your information.

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                    #10
                    No you cannot hide individual faces of a polygon in Maya. You would have to separate or extract the faces but then you're not hiding the face of ONE object anymore.

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                      #11
                      Oh you know what? I have been using a script to hide faces in Maya, and other programs I use have that feature native. When working with architecture it's really helpful for me to look past walls, it speeds the design process and gives the designer a better view of what's going on. With double walled geometry, like the hollow BSP brush, backfacing normals are auto-culled so it's easy to see in, unfortunately there are two faces to deal with, so if I hide the outside face then I can view inside from any location just fine.

                      I'm using BSP because it works well for prototyping crowd and bot pathfinding, and it seams static meshes/terrain add some complexity to the thing.

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