Gustavo6046 wrote: ↑Sun Mar 21, 2021 5:04 pm
I personally never got the point of merging polys. It never seemed to do anything.
Seriously !? You have issues with eyes my little friend. Then let's compare what was shared (in Editor) vs what I got.
Original
And newer one:
Huh ?
No differences, right ?
Even those "masked" textures are masked for real and other textures went a bit loved... When these are well aligned without errors, merging polys returns an unique surface without those stupid poly lines crossing in the middle of nowhere.
First time I lost map, I aligned vertices at 1 UU grid and whatever brush (unlisted by Goblin as usual - including 469b) crashed during build. I restarted job and then 469b crashed at fixing a texture. Then I replaced borked texture with anything else (a similar one in the same MyLevel
I don't get the duplicated ) and then I filtered things through 227. There was needed recoding swJumpPad for being compatible with 227. Then some textures were splitting hair at D3D and I had to fix them using 469b. Then I have aligned textures from those caves for getting them as a single wall not pieces, then... I deleted some PathNodes, adding a forced MyLink in that "velo-ramp" ( code includes a feature anti-crap aiming NewNet ) - I did not tested if all goes fine because I won't install any NewNet here - pathing was done for 512 Scout ScanRange generating this way around 760 reachSpecs, I don't see why would be more in here. Then, I have to re-hunt reachSpecs causing damage or heavy paths, perhaps tinkering a bit one of swJumpPads - and it needs again tested... Later I made a bit visible several coronas BEHIND a translucent surface (these are not normally visible) and I was toying with a few lights a bit. If game will show some clumsy Bot in whatever place I will need to destroy evil reachSpecs with a trip through 227, grrr...
I think soon I will lose patience, perhaps I'll quit inspecting every single detail... it depends on my future state...