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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?
sdogg45
General Member
Since: May 2, 2004
Posts: 92
Last: Aug 15, 2006
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Level 3
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 04:08 am
I know that it is bad to use csg subtract with radiant when doing cod maps. and i know how tempting it is to use it. i was just wondering is by any chance things changed with gradiant and uo maps?

i have a map that im making and the building has a lot of windows and i cant help drooling over the ease of csg subtract. is there any simpler way to make lots of windows in a building wall?

thanks!

edited on Mar. 23, 2006 11:09 pm by sdogg45
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Senator
General Member
Since: Mar 27, 2004
Posts: 61
Last: Feb 10, 2008
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Level 3
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 04:23 am
well, an easy way to make windows is make a floor of the building the way you want it with everything added, windows and whatnot, and copy/paste, or you could make a building a prefab and paste it around i suppose. I know this isnt the info your lookin for though, but um, CSG is a devil tool to say the least, it screws up maps beyond reconition, i made it a habit to do things the long way, never use it, ive lost first maps from it. [jumping]
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sdogg45
General Member
Since: May 2, 2004
Posts: 92
Last: Aug 15, 2006
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Level 3
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 04:29 am
haha, yeah, i figured as much. i remember losing maps to radiant. i was hoping by some miracle that they had fixed it with the release of uo or something. :sigh: oh well, better safe than sorry!!! thanks for your help.
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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 04:33 am
If i have to make a complicated/brush-heavy window scehem with a lot of trim, I usually prefab a single complete window, build up one wall, prefab that, and work it around the building.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 06:13 am
Here's an idea i've yet to try.

In a blank new map (not your masterpiece map) make your brushes using subtract, then select only the brushes you need and save as a prefab. Then load this prefab into you masterpiece map..

Would this method avoid nodes without volumes in your map?

Grassy
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R4R44VIS
General Member
Since: Apr 22, 2005
Posts: 553
Last: Jul 24, 2008
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Level 6
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 06:43 am
I treid this with my first map (which failed). I could get the hang of all the lines, in 2d window:(. Soi made up all my buildings as prefabs models, lighting everything in there, used the horrible CSG tool on windows and doors, and slected everything saved it and put in in my main map. And suddenly BAM, a compile log, with more erros than you can shake a stick at.
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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 07:45 am
Why do people find it so hard to just use the clipper tool to make windows???

3 clips and you've got a door.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 12:15 pm
I wasn't meaning using it for doors n windows, I do them with my eyes shut... (well maybe not fully shut) :)

What I meant was to drill holes in walls for tunnels or doing roundish type clips like water wells etc... very tedious using the clipper for those sorts of jobs.

Grassy
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 12:27 pm
tedious = mapping

one of those things to get used to -

quick and easy seeming = recipe for failure

[angryalien]
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wssdrizzt
General Member
Since: Feb 6, 2005
Posts: 28
Last: Dec 27, 2007
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Level 2
Category: CoDUO Mapping
Posted: Friday, Mar. 24, 2006 12:42 pm
I am still trying to figure out what the difference is... you make 3 clips or the csg function makes the 3 clips for you... what is the difference??
can anyone explain how it works???
I have used it alot.. and I know how to make it screw up and crash the editor doing complex shapes and multple brushes or such .. but it seems like when doing simple things like punching square holes through single brushes I have never had it mess anything up...
why would the designers continue to put the csg functions in the gams sdks over and over again if it was harmful or didnt have a useful purpose??? mabey people just have to learn how to use them properly.. to know their limitations..???
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