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Auto caulk function

Open Pan7 opened this issue 9 years ago • 5 comments

Would like to see an auto caulk feature like in Q4Radiant that sets all non visible faces to caulk.

Pan7 avatar Sep 27 '16 22:09 Pan7

Is it necessary? You can set the default to caulk. Can't you? Also tech 4 doesn't render the non visible faces anyway which is different from tech 3.

ensiform avatar Sep 28 '16 22:09 ensiform

This is douplicate issue: https://github.com/TTimo/GtkRadiant/issues/114 Additional comment on that... There was autocaulk function in JK2/SOF2 radiants, but caused problems, so was thrown away later + ydnar implemeted it in q3map2 (that is 'culled faces' stat in the compilation log afaik) Q4edit algorithm is one, ported from that old radiant. So all 3 are using similar math. The problem with it is: it doesn't cull ALL non visible faces. It only works, when face is occluded COMPLELETY by SINGLE occluder

In q3map2 occluder be brush, containing or touching the face; Process makes sense for detail brushes; structural ones surfs are being mangled while creating portals

In q4edit occluder be coplanar face only; also it takes in account its bbox, thus can cull visible faces, if map has something different to cuboids

Pros for autocaulking: -somewhat faster map cumpilation -can apply textures to whole brushes (bes quicker) -free map overview with filters->caulk

Garux avatar Sep 30 '16 10:09 Garux

What if there's an option to automatically use the system/caulk or common/caulk of the game/mod instead of "notex" by default (and also option to have all new brushes use that instead of selected)

ensiform avatar Oct 01 '16 19:10 ensiform

That is definitely not obvious, but we be talking about auto caulk feature, which is, in other words, getting maps caulked without humans control involved (via computer calculations)

Garux avatar Oct 02 '16 08:10 Garux

that would likely fail.. think about caves and shit

thunderpwn avatar Oct 02 '16 09:10 thunderpwn