Hr.O wrote:ps. sorry for the delay, it took me a while to stumble over this thread again.
Hehe, np, I don't frequent here as much as I used to, either.
Stills seems a strange and 'hacky' solution, though...oh well.
Normally, I would have checked for caulking, but I thought that I turned on the clipper feature that would automatically caulk the adjacent unseen faces when you split a brush. I was either mistaken or I don't completely understand how this feature works. There are uncaulked faces on at least one of the brushes that I clipped. I will fix this and see what happens.obsidian wrote:surgeon62:
-Make sure that you caulk all unseen faces between those brushes.
-Run brush-cleanup periodically, just in case.
-When creating mitered objects, it's best not to use edge or vertex manipulation. Use the clipper tool instead.
That's all very well, but using patches is itself just one solution to a problem of dealing with curved structures in Q3A, and it isn't always the best solution. Clearly, if he's totally committed to using a patch here, then he has to deal with the sparklies. I was just suggesting something from outside the box he might like to try instead.obsidian wrote:To be truly "1337", it's better to learn how to <i>properly</i> use patches rather than using some other workaround method as a way to avoid solving the actual problem in question.seremtan wrote:Another suggestion is: don't use patches for anything ever. If you need to make a curved structure, do it in gmax or 3DS with smoothing groups then export to md3. Much 1337er and no sparkly shit.
Brushes, patches and models are all just tools that we use to build levels. They all have their own advantages and disadvantages. Simply substituting one object for another when faced with a difficulty isn't addressing the issue, nor does it necessarily mean that it will fix it either. Improperly constructed models are just as likely (if not more likely due to user error) to result in sparkly problems.
So I would recommend understanding what causes sparklies and avoid running into such problems in the first place. Sparklies can be most easily avoided by using caulk, and by making sure that vertex points don't intersect an edge without splitting it.