In a very vain effort for the past few days I have been attempting to pick up and
decipher the fundamental design of a simple brush so that I may create a .ase
to .map converter. This would allow a modeled map to be converted triangle by triangle
into brush works.
By glancing at the .map file, I had assumed that the standards for a brush were part of a simple face design :
(Vert1X, Vert1Y, Vert1Z)(Vert2X, Vert2Y, Vert2Z)(Vert3X, Vert3Y, Vert3Z) = 3 verts, 1 face.
This was abruptly dismissed after radiant loaded a horrible skewn setup on my early
conversions. Back to the drawing boards I studied and tested with multiple values a
single 4 sided and 3 sided (preferenced) hoping I could unwrap the mystery within.
After this failed on dozens of failed pattern predictions, I decided to come here by suggestion.
I’m no math genius and it has become quite obvious now that Q3 brushes don’t follow
simple vert rules. From what I can grasp, they MUST follow some sort of matrices
design that of which I do not comprehend.
If someone could kindly explain to me a SIMPLE means to convert a single triangle
(3 vertices with XYZ info) into a single simple workable Q3 brush, I’d be VERY VERY VERY grateful.
Thanks in advance for anyone who responds even 