Is there any way to preview the triangle splits in radiant. I know you can view them in game with /r_showtris but can you preview them in radiant.(maybe after the map has been compiled once?) The reason I ask is cause I’m new to this stuff and I can’t really tell that my construction is gonna be a mess until after I’ve compiled it and than I have to rework everything.
If not this than can someone give me a few tips on what kind of brush junctions to avoid so that you don’t get a million splits.
preview engine splits in radiant
A brush vertex on a brush edge will cause a t-junction, generating a new vertex on the edge. There is no way to preview that in radiant.
Note that building you map to avoid t-junctions may cause other undesirable things to happen.
All non-triangular brush faces will, of course, be split into triangles.
After compiling with vis -saveprt, you can use the portal viewer plugin in radiant to see the protals, which tells you something about how the bsp is split up. This is not related to the two things mentioned above at all, but can help you build your map efficiently.
see also this thread:
http://www.splashdamage.com/forums/viewtopic.php?t=1303
Do you mean how each brush affects another like this:

OR the “visibility” of the engine, what it’s rendering at any given time?
For the second one, you can use the portal viewer to view leaf nodes, (you have to compile vis and export/save the .prt, then load it up through one of the plugins) it allows you to see where all the vis splits are.
It overlays on your brushwork, so you can still see structual brushes.
If you are trying to avoid messy portals, then try to keep structural brushes simple, just cubes, and not with lots of corners.