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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Brush question.
Internet
General Member
Since: Nov 22, 2006
Posts: 71
Last: Jul 19, 2010
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Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 23, 2008 03:04 pm
Hi sorry if this has been asked b4 but
1: How do i join multiple brushes together.eg i made a building using the clipper tool and now i want to use a particular wall on other buildings so how do i join all the pieces back together to make one solid wall minus the windows, door etc to save me from having to select all of them individually all the time.I read u can make a shell round a buiding and select inside to move it all but i just want the one wall.

2: Assuming question one is a yes,does it make a difference to the map having lots of brushes like above on a building wall say or should i really be taking the time to join them for one large brush.

3: How do i change the angle of a brush say from being upright to a 45 deg one etc like if i wanted to make a handrail running up the stairs.I found selection/rotate/arbitrary rotate but is there a way to grab the brush and do it manually as then i wont have to guess the angle.

4:How do i apply different textures to different parts of a brush or do i have to make individual ones side by side or use the clipper tool to cut my selection,specifically the ground.Say for example i wanted snow on one bit but with a clear patch of bare ground in the center.Similarily when i place the floor of a building down the ground texture underneath is visible so i have to raise the floor above it slightly.Is this how i am supposed to do it or do i delete the ground texture underneath some how or cut a hole and lower the floor into it as this texture will not be seen but will still need to be compiled.Sorry for long post but am a beginner.Thank you.[confused]
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J.E.C.
General Member
Since: Jan 20, 2008
Posts: 14
Last: Apr 20, 2008
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Level 1
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 23, 2008 03:42 pm
I dont know if you had a look at this but if not i suggest you do, its a great help http://www.infinityward.com/wiki/index.php?title=Making_a_room

There is also a tut for terrain which could help you with some things in question#4

Im a beginner myself and those things helped me alot.
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SWS2000
General Member
Since: May 12, 2006
Posts: 193
Last: Jun 14, 2008
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Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 23, 2008 03:49 pm
For this have a look in the tutorials ass well.

1. make brush around the wall which you would like to select, then select inside. This only selects brushes which are totaly inside your brush.

2. Yes it effects your map, I come to the end wih about 40.000 brushes, then the compiler gave me an error MP_MAX_BRUSHES or so.

3. Have a look at the toolbar there is one button called free rotation, select your brush, enable free rotation and turn it where you want to have it.

4. You can only give the different sides of a brush a different texture. For the snow effect have look in the tutorials how to use blend texture. The problem with the building on the ground is not a prob, thats the way it works easily. Much more important is that you do your buildings in detail, cause this lowers your file size and time when compiling. Look for tutorials for this, too.
Do not only look in tutorials for COD4 look even at COD COD UO and COD2.
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 23, 2008 03:51 pm
You CANNOT join two brushes but you CAN join to patches (as long as the vertises are connected)

Press 'R' to rotate a brush or patch, then 'R' again to stop rotating

Different textures need to be on seperate brushes though you can cover the entire wall in a patch mesh then apply a decal texture, then with a little alpha blending achieve the same thing, not really a beginner technique though.
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Internet
General Member
Since: Nov 22, 2006
Posts: 71
Last: Jul 19, 2010
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Level 3
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 24, 2008 03:30 pm
Hi, thanks for replies,very helpful.Didnt quite get what u meant by this though {MASS}Sgt
Quote:
Much more important is that you do your buildings in detail, cause this lowers your file size and time when compiling
,but I'm trying to find more info on this in forums/tutorials.Thanks again.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 24, 2008 03:51 pm
Rasta writes...
Quote:
You CANNOT join two brushes.

CSG Merge? Sure, work only on convex brushes (there's another condition, but can't describe).

@Internet: you can group brushes using richtclick Func > group. Shift + Alt + Click to select the group. Read about Prefabs too.
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lite
General Member
Since: Feb 13, 2008
Posts: 68
Last: Mar 9, 2008
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Level 3
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 24, 2008 04:45 pm
Making a brush/set of brushes "detail" lowers filesize and reduces compile time? What about structural? (The tutorial linked to above doesn't go into detail about detail or structural brushes).
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 24, 2008 10:44 pm
see this thread: http://www.modsonline.com/Forums-top-72865-0.html
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Internet
General Member
Since: Nov 22, 2006
Posts: 71
Last: Jul 19, 2010
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Level 3
Category: CoD4 MP Mapping
Posted: Monday, Feb. 25, 2008 01:21 am
Er ok.Didnt know there were different types of brushes but thanks to ur replies now i do.So...structural brushes are good because they block parts of the map from sight and therefore will increase fps if placed correctly because during compilation the viewable/non viewable sections from any given point on the map have already been worked out leading to an increase in compile time,and detail brushes are good because they dont take up the same resources as structural ones and this makes the map size smaller.So the walls/ceilings of a building are better off being structural but anything i create out of brushes inside should be made detail,Should the floors also be detail? Is this about right.I'm gonna read the posts again just to make sure and thanks for the links/answers etc everyone. I forgot to say I've started making everything in caulk and then was gonna just apply different textures to each side of the brush.Whats the difference between caulk and detail as the starter tutorial i followed used caulk. Thanks.

edited on Feb. 24, 2008 08:34 pm by Internet
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lite
General Member
Since: Feb 13, 2008
Posts: 68
Last: Mar 9, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Feb. 26, 2008 06:50 pm
Caulk is a texture that should be applied to things that the player won't see. This texture is not drawn ingame, thus saves resources (better fps). A good practice is to map in caulk until you are ready to apply textures, and then only apply textures to faces of brushes the player will see. This assures that everything that the player can't see will be efficiently textured "caulk", and when you have a huge map with a lot of brushes, the fps difference will be noticeable.

Detail doesn't change the appearance or physics of the brush, it just tells the compiler to draw things on the other side of it even though the player can't see it.
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