brushes splitting into many tris


(Erus Nauction) #1

i have brushes of different sizes from 64 x 64 units all the way up to a very large brush that makes a wall that is like 18 of the 128 grid size

what is the smallest and largest height/width a brush should be?

some large brushes i have when viewed in game split in to 2 tris, others split in to as many as 10. wierd thing is it is not consistant with the sizes of the burshes. first i though it was wide and short or tall and skinny brushes but after looking aroudn it happens that it isn’t consistant like that.

if more information is needed please advise.


(thegnat) #2

If I understand your explanation right, its caused by q3map2, which creates additional vertices on surfaces where an other brush intersects to prevent ugly sparklies (called T-Junction).

Further information here


(Erus Nauction) #3

thank you very much for your reply. after looking at the linked article i redid about 3/4 of the area that i was havign the most problems. i have increased my fps from 70 fps to 100fps and i’m not done inside stuff.

again thank you very much and i now learned how to prevent the t-junctions creating all those unneeded verts.