Brush primitive or not?


(MadJack) #1

This might seem like an existantial question but I have to ask…

I remember when I started mapping for Q3 we used brush primitive a lot. More like always… I’m wondering how many of you use it.

I know that at that time it was pretty new and had some issues but since then, it’s been almost 5 years, I’d thought it’s be out of the experimental stage.

Any comments on that?

I mostly ask this because I just switched to BP and I forgot that radiant would forget texture alignment so now, I have to redo the whole texturing. Since I have to redo it one way or the other (and the fact that it gives me the opportunity to fix any texturing I was thinking about doing) I’m wondering if I should go back to “normal brushes” radiant was using in the first place or stick with brush primitive.

On that subject, it seems I can’t flip textures now with the Axial button with BP. :eek:


(Shallow) #2

Use of BP mode isn’t generally recommended. Personally, I’ve found it to be nothing but trouble! I don’t believe it is actively being developed, I think it’s only really been left in recent versions of Radiant for legacy support.


(MadJack) #3

Odd that development stopped :frowning: It did seemed a good idea at that time… I guess I’ll revert back to normal brushes then…

:bump: Any other comments?


(Ifurita) #4

what is a brush primative?


(MadJack) #5

Can’t remember all the details off the top of my head but there was some interests for BP because it gave us more control of the way to use texture and some of the plugins could only use BP.

Here’s a description:

This provides per vertex coordinates for texturing as opposed to per face shift/rotate/scale values.

Also, and that’s why retexturing has to be done when converting a textured map to BP: the .map format is different!

Here’s an exemple:


"Old" style we use

// brush 0
{
( -96 328 -16 ) ( 352 328 -16 ) ( -96 -40 -16 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -104 328 32 ) ( -104 -40 32 ) ( -104 -40 16 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 344 328 32 ) ( -104 328 32 ) ( -104 328 16 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 344 -40 32 ) ( 344 328 32 ) ( 344 328 16 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -88 -184 32 ) ( 360 -184 32 ) ( 360 -184 16 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 352 328 -24 ) ( -96 328 -24 ) ( -96 -40 -24 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}

Brush primitive

// brush 0
{
brushDef
{
( 6224 -6082 108 ) ( 6224 -6082 -116 ) ( 6224 6206 -116 ) ( ( 0.003906 0 0 ) ( 0 0.003906 0 ) ) ebe/ebe_skybox 0 0 0
( 6224 6208 2060 ) ( 6224 6208 1836 ) ( 6240 6224 1836 ) ( ( 0.031250 0 0 ) ( 0 0.031250 0 ) ) common/caulk 0 4 0
( 6240 -6098 -116 ) ( 6240 -6098 108 ) ( 6240 6222 108 ) ( ( 0.031250 0 0 ) ( 0 0.031250 0 ) ) common/hullcaulk 0 4 0
( 6232 -6184 -116 ) ( 6232 -6184 108 ) ( 6248 -6200 108 ) ( ( 0.031250 0 0 ) ( 0 0.031250 0 ) ) common/caulk 0 4 0
( 6224 6194 2608 ) ( 6224 6210 2608 ) ( 6240 6210 2608 ) ( ( 0.031250 0 0 ) ( 0 0.031250 0 ) ) common/hullcaulk 0 4 0
( 6308 6214 -708 ) ( 6292 6214 -708 ) ( 6292 6198 -708 ) ( ( 0.031250 0 0 ) ( 0 0.031250 0 ) ) common/hullcaulk 0 4 0
}
}