creed59

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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 ![trig](https://github.com/c-d-a/io_export_qmap/assets/156862058/738908ab-15f5-409f-a668-b9af4f8e4dfc)

You can have this as a patch: ![view](https://github.com/c-d-a/io_export_qmap/assets/156862058/1513b5fa-e91d-41d2-b6eb-0013c7729679) but not this: ![f](https://github.com/c-d-a/io_export_qmap/assets/156862058/e2d4058e-c47f-4603-8b76-90fa9d89994d) or this: ![g](https://github.com/c-d-a/io_export_qmap/assets/156862058/664e1e9d-3b45-4e88-ae5a-c629a9edf213) 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: ![sheisse2](https://github.com/c-d-a/io_export_qmap/assets/156862058/5fbedeb3-363e-4155-b582-c327f4c823e6) > 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: ![settings](https://github.com/c-d-a/io_export_qmap/assets/156862058/62ec509d-d326-4734-bc87-4299e1168115) and before...

4 powerlines mesh = 865 brushes with brush export 4 powerline mesh should equal 4 brushes with a connected mesh to patch export ![r](https://github.com/c-d-a/io_export_qmap/assets/156862058/bd56b9c3-017f-48a3-b7a2-d231bec1714e)

> > 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?