creed59
creed59
Can you be more clear with what you're asking?
I have already attempted to export as a brush, it never works quite like it should. You mean that I will get exactly 100% accuracy exporting the mesh as a...
btw your convex decomposition tool works great except curves/patchdefs are the problem 
You can have this as a patch:  but not this:  or this:  There must be some way to re-mesh a mesh such that there aren't enclosed lone...
Ok your argument stands but can you suspend your disbelief for a second about everything and assume everything (the game magically knows how to deal with edges) works the right...
> I wouldn't have to believe it if you just showed them fitting on a grid. Here:  > pointless (less efficient vert-wise than patch-per-face, less utility than brush-per-face, can't...
These are the steps I take when exporting: 1. Select all mesh. Limited Dissolve 0.1°. 2. Object - Decompose Here are my export settings for the plugin:  and before...
4 powerlines mesh = 865 brushes with brush export 4 powerline mesh should equal 4 brushes with a connected mesh to patch export 
> > These are the steps I take when exporting: > > 'Brush' mode is for quite specific cases, I don't expect imported bsp to be one. Use 'Faces' instead....
> pointless (less efficient vert-wise than patch-per-face, less utility than brush-per-face, can't benefit from patch subdivision) Wouldn't the brush count be significantly less?