I may be about to make some enemies here with this next statement.
I’ve done some work with the Unreal Editor (please save the boo’s) and when making maps, most mappers use the technique of creating one large brush and hollowing it out, then placing all features inside.
I’ve come across one tutorial for GtkRadiant that follows this method, but every other one goes with building 6 individual walls for the shell and building all features inside. Is this considered the preferred method for the Radiant editor or just mappers choice? I’d really like to know on this one.
Thanks All.
Ok, now you can hiss and boo about Unreal (I do love their editor though).
