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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Is it still bad to use CSG Subtract, et al?
PvtFullwood
General Member
Since: Jul 15, 2005
Posts: 68
Last: Jul 30, 2007
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Level 3
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 01:04 pm
csg subtract is like the anti-christ of mapping.
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GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 25, 2006
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Level 4
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 02:09 pm
Use of CSG function creates nodes without volume, nodes that can't be fixed when the damage is done. It ruins compiles and destroys the map--CSG, particularly subtract and hollow, is meant for 2d CAD-style mapping and design. It hasn't been properly implemented into 3d radiant-style mapping (yet). If it ever is, it could be awesome, but right now it's just a shortcut to failure.

Complacency breeds ignorance, and ignorance breeds failure! [rolleyes]
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babycop
General Member
Since: Feb 18, 2006
Posts: 488
Last: Feb 27, 2010
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Level 5
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 02:46 pm
i use csg hollow for my skybox all the time...never screwed me over...im so lazy.....substract i barely ever use...and i like taking my chances to save time..hehehe...i always back up my maps though before doing that...
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 02:57 pm
Conclusion: Do NOT use csg functions. Being lazy is not a good trade.


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