Caulk Hull used like Player Clip?
Posted: Sun May 28, 2006 1:41 am
The other day I discovered something about building a Caulk Hull that made me wonder, if I had been doing the caulk hull "abstraction" (simplification of geometry) correctly. And that in fact I could have optimized even more aggressively.
In a nutshell: Using the Caulk Hull the way the Player Clip Hull is set up.
What I found in AEtour, a map based on concentric circles using patches for more than 90% of the geometry is this. The problem with a layout and using patches in such a way obviously is visibility. Since patches do not block visibility you see everything in the map all the time (i.e. the typical box map). So I started to rebuild the thickened patches that constitute walls with structural caulk brushes. Carefully placing the brushes inside the thickened patch mesh walls. And that worked fine.
But at one point I had mad a mistake, and the caulk brushes were actually sticking out of the rounded patches (they were *not* in the same plane). I would have guessed this would cause a hall of mirrors effect or something as evil. But as it turns out, the caulk brushes simply were invisible, and obviously restricting the movement along that wall slightly (much like player clip, simplifying geometry would).
This really surprised me, because if this indeed works, you could simplify the *inside* of a 90 degree bevel with a straight line (looked at in top down view). The *outside* could be well approximated with 2 or 3 angled brush faces.
Another example of this way of using caulk brushes, could be applied to walls, that have niches (indents / ledges). I would normally have tried to place a caulk hull brush in such a way to only *share* faces of that textured wall, but never actually stick out. Now I could actually place a caulk brush, exactly the way I would place a player clip brush, i.e. covering the niches to avoid getting snagged. Thus greatly simplifying the caulk hull, and making my like easier mapping.
Question is, is this indeed the way to go?
On Hint Brushes, and sticking out Caulk Hull brushes
If you place caulk hull brushes in such a way that the stick out of walls etc. too much you would be messing up visibility potentially, right? E.g. the engine would think that a caulk hull brush is in the way of the line of sight, where in fact the geometry (detail brushes + patches) would actually let you look past that corner. Thus you could create these ugly "missing" geometry areas?
Did I get all this right?
If I did, I could technically turn AEdm7 into detail, and build a very abstract (simplified) caulk hull, even though many walls show geometry "indents", also optimizing AEtour would be greatly simplified.
(Not sure if the above requires some screenshots, to help explain what I mean?)
In a nutshell: Using the Caulk Hull the way the Player Clip Hull is set up.
What I found in AEtour, a map based on concentric circles using patches for more than 90% of the geometry is this. The problem with a layout and using patches in such a way obviously is visibility. Since patches do not block visibility you see everything in the map all the time (i.e. the typical box map). So I started to rebuild the thickened patches that constitute walls with structural caulk brushes. Carefully placing the brushes inside the thickened patch mesh walls. And that worked fine.
But at one point I had mad a mistake, and the caulk brushes were actually sticking out of the rounded patches (they were *not* in the same plane). I would have guessed this would cause a hall of mirrors effect or something as evil. But as it turns out, the caulk brushes simply were invisible, and obviously restricting the movement along that wall slightly (much like player clip, simplifying geometry would).
This really surprised me, because if this indeed works, you could simplify the *inside* of a 90 degree bevel with a straight line (looked at in top down view). The *outside* could be well approximated with 2 or 3 angled brush faces.
Another example of this way of using caulk brushes, could be applied to walls, that have niches (indents / ledges). I would normally have tried to place a caulk hull brush in such a way to only *share* faces of that textured wall, but never actually stick out. Now I could actually place a caulk brush, exactly the way I would place a player clip brush, i.e. covering the niches to avoid getting snagged. Thus greatly simplifying the caulk hull, and making my like easier mapping.
Question is, is this indeed the way to go?
On Hint Brushes, and sticking out Caulk Hull brushes
If you place caulk hull brushes in such a way that the stick out of walls etc. too much you would be messing up visibility potentially, right? E.g. the engine would think that a caulk hull brush is in the way of the line of sight, where in fact the geometry (detail brushes + patches) would actually let you look past that corner. Thus you could create these ugly "missing" geometry areas?
Did I get all this right?
If I did, I could technically turn AEdm7 into detail, and build a very abstract (simplified) caulk hull, even though many walls show geometry "indents", also optimizing AEtour would be greatly simplified.
(Not sure if the above requires some screenshots, to help explain what I mean?)