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Forum: All Forums : Call of Duty 2
Category: CoD 2 Level Design
CoD 2 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, batistablr, Welshy
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Author Topic: What is the secret with skybox and beveling edges?
Scharfschuetze
General Member
Since: Dec 23, 2006
Posts: 155
Last: Feb 4, 2008
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Level 4
Category: CoD 2 Level Design
Posted: Monday, Jan. 22, 2007 12:49 pm
Okay I started to experiment a lot more with editor, now that I know so much.
[duh]

I got a skybox in on several attempts, using the suggested technique for angling the edges so they meet together. I beveled all the edges and get the errors, "duplicate plane" and then leaks showed up.

I started from scratch, did not bevel the edges, just overlapped them, but not so they crossed over each other and got 0 errors and 0 leaks and it runs fine.

It took another 3 or 5 compiles, changing the sunlight / worldspawn settings before the light got bright enough.

So, what is the trick to getting edges beveled?

I am making such great progress now, understanding a lot, but cannot always seem to copy techniques used by someone else.

How critical is thos beveling. On the room I used beveling and did not get any errors or leaks. Did not have a skiybox, becuase the room was sealed anyway.

Confused.

[confused]

The_Caretaker
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Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
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Level 10
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Category: CoD 2 Level Design
Posted: Monday, Jan. 22, 2007 01:06 pm
you should always bevel your edges, to limit the amount of stuff the engine has to draw.

As for the errors... if you make a closed room, the room is effectively your skybox, only without a skybox texture. So you must have done something wrong when creating your skybox.

rEdrUmMDK
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Since: May 29, 2002
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Last: Dec 13, 2007
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Category: CoD 2 Level Design
Posted: Monday, Jan. 22, 2007 01:29 pm
From what I have seen the maps provided with Cod2 do not have beveled edges for the skybox. The problem I had with my skybox at first was with beveled edges. I tried several times and still had the same outcome, but I beleive mine were showing up as leaks. Then I opened up the maps provided with Cod2 and found their skybox to have overlapping edges. I changed mine to the way they had it and it compiled fine. On further experimentation I kept making the skybox larger and larger. Then another error started popping up on compile. What I had to do on a large skybox was split all six skybox brushes to get the large skybox to compile without any errors.
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Scharfschuetze
General Member
Since: Dec 23, 2006
Posts: 155
Last: Feb 4, 2008
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Level 4
Category: CoD 2 Level Design
Posted: Monday, Jan. 22, 2007 04:11 pm
Now that's interesting. Perhaps that is the error I just started to get, "ran out of triangle refs" after I did the grid file. I will try to spilt up the large brushes and see what effect that has.

Thank you.

[idea]

FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 23, 2008
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Level 5
Category: CoD 2 Level Design
Posted: Monday, Jan. 22, 2007 06:39 pm
the last error : add some models in the map so the grid has reference points.

beveling edges in the skybox is a waste of time imo ... because all beveled edges are actually caulk. it becomes important in houses by example as you don't want to have two textures overlapping, nor do you want to add to your textured surface count. not bevelling the edges of a skybox makes it also somewhat easier to resize.
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