normal Brush with CSG_Active

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Barbie
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normal Brush with CSG_Active

Post by Barbie »

In a map I found this Brush:
Brush246.jpg
T3D of Brush246

Code: Select all

Begin Map
Begin Actor Class=Brush Name=Brush246
     MainScale=(SheerAxis=SHEER_ZX)
     PostScale=(SheerAxis=SHEER_ZX)
     TempScale=(Scale=(X=0.929572,Y=1.043321,Z=0.750000),SheerAxis=SHEER_ZX)
     Group="Cube"
     Level=LevelInfo'MyLevel.LevelInfo0'
     Tag="Brush"
     Region=(Zone=ZoneInfo'MyLevel.ZoneInfo15',iLeaf=5742,ZoneNumber=27)
     Location=(X=-22944.000000,Y=18464.000000,Z=1824.000000)
     Rotation=(Pitch=16384,Yaw=40960)
     bSelected=True
    Begin Brush Name=Model298
       Begin PolyList
          Begin Polygon Texture=grass1
             Origin   -00008.000000,-00008.000000,-00008.000000
             Normal   -00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,+00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00008.000000,-00008.000000,-00008.000000
             Vertex   -00008.000000,-00008.000000,+00008.000000
             Vertex   -00008.000000,+00008.000000,+00008.000000
             Vertex   -00008.000000,+00008.000000,-00008.000000
          End Polygon
          Begin Polygon Texture=grass1
             Origin   -00008.000000,+00008.000000,-00008.000000
             Normal   +00000.000000,+00001.000000,+00000.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00008.000000,+00008.000000,-00008.000000
             Vertex   -00008.000000,+00008.000000,+00008.000000
             Vertex   +00008.000000,+00008.000000,+00008.000000
             Vertex   +00008.000000,+00008.000000,-00008.000000
          End Polygon
          Begin Polygon Texture=grass1
             Origin   +00008.000000,+00008.000000,-00008.000000
             Normal   +00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,-00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00008.000000,+00008.000000,-00008.000000
             Vertex   +00008.000000,+00008.000000,+00008.000000
             Vertex   +00008.000000,-00008.000000,+00008.000000
             Vertex   +00008.000000,-00008.000000,-00008.000000
          End Polygon
          Begin Polygon Texture=grass1
             Origin   +00008.000000,-00008.000000,-00008.000000
             Normal   +00000.000000,-00001.000000,+00000.000000
             TextureU -00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00008.000000,-00008.000000,-00008.000000
             Vertex   +00008.000000,-00008.000000,+00008.000000
             Vertex   -00008.000000,-00008.000000,+00008.000000
             Vertex   -00008.000000,-00008.000000,-00008.000000
          End Polygon
          Begin Polygon Texture=grass1
             Origin   -00008.000000,+00008.000000,+00008.000000
             Normal   +00000.000000,+00000.000000,+00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00001.000000,+00000.000000
             Vertex   -00008.000000,+00008.000000,+00008.000000
             Vertex   -00008.000000,-00008.000000,+00008.000000
             Vertex   +00008.000000,-00008.000000,+00008.000000
             Vertex   +00008.000000,+00008.000000,+00008.000000
          End Polygon
          Begin Polygon Texture=grass1
             Origin   -00008.000000,-00008.000000,-00008.000000
             Normal   +00000.000000,+00000.000000,-00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,-00001.000000,+00000.000000
             Vertex   -00008.000000,-00008.000000,-00008.000000
             Vertex   -00008.000000,+00008.000000,-00008.000000
             Vertex   +00008.000000,+00008.000000,-00008.000000
             Vertex   +00008.000000,-00008.000000,-00008.000000
          End Polygon
       End PolyList
    End Brush
     Brush=Model'MyLevel.Model298'
     Name="Brush246"
End Actor
Begin Surface
End Surface
End Map
Does the CSG_Active really make it movable or is that just a mappers wired setting?
EDITH says: see also
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"If Origin not in center it be not in center." --Buggie
Red_Fist
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Posts: 2219
Joined: Sun Oct 05, 2008 3:31 am

Re: normal Brush with CSG_Active

Post by Red_Fist »

It leaves a white brush when people copy the working brush into a new map.
Binary Space Partitioning
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Hellkeeper
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Posts: 918
Joined: Tue Feb 25, 2014 12:32 pm
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Location: France

Re: normal Brush with CSG_Active

Post by Hellkeeper »

Yeah, this is a ghost version of the red brush. No effect on anything.
You must construct additional pylons.
Red_Fist
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Re: normal Brush with CSG_Active

Post by Red_Fist »

Hellkeeper wrote: Thu Jan 30, 2025 11:06 am Yeah, this is a ghost version of the red brush. No effect on anything.
All though, the thing that I question is if it's not used or unused, why is there a color selected for the brush. White.

So is a white brush like white light and has all brushes in it at once ? :what:
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sektor2111
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Re: normal Brush with CSG_Active

Post by sektor2111 »

In a variant of MH-LongCorridor rebuilding map returned some ugly HOM effects - after deleting those white junks everything returned to normal. Let me see... those are results of COPY-PASTE habits + 3 LevelInfo Actors were sitting there... White Junks are pointing BAD mapping practices. Usually I'm removing polys even from red builder brush because that data has no purpose at all.
Red_Fist
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Re: normal Brush with CSG_Active

Post by Red_Fist »

They can be used to walk in like a subtract.

I just copied then pasted from the red brush over and over, in the same test map,
If you paste a bunch, they ALL will produce a subtract area independently of each other.

If you paste several, whatever you do to the red brush makes all the other ones change the same way, all at once.
If you copy and paste the white ones they don't get affected all at once.
But they are impractical, in that, using the regular brushes is much easier, but I fussed around with them.
Must be some temp holder for the red brush, or something it uses as a temp brush in memory.
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