Mapping "Hole"

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- a$ce -
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Mapping "Hole"

Post by - a$ce - » November 14th, 2013, 2:52 pm

hi guys, have a question in cod4 mapping and sry for bad eng is quite hard to explain :)

if we've 2 walls and put the 1st wall into the 2nd, is there a way to make sure that when u delete the 1st wall in the 2nd remains a hole with the dimensions of the first wall? idk if is clear :/

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Re: Mapping "Hole"

Post by Rezil » November 14th, 2013, 2:53 pm

What do you need this for? The clipper tool(shortcut X) should cover pretty much any brush cutting needs you might have.
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Re: Mapping "Hole"

Post by - a$ce - » November 14th, 2013, 3:19 pm

ye was only a easier way, if for example the first wall is a cylinder and the second rectangular so that the hole is circular too

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Re: Mapping "Hole"

Post by Rezil » November 14th, 2013, 3:25 pm

- a$ce - wrote:ye was only a easier way, if for example the first wall is a cylinder and the second rectangular so that the hole is circular too
Nope, you'll have to use the clipper tool.
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[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Mapping "Hole"

Post by - a$ce - » November 14th, 2013, 3:45 pm

have to learn better that tool so xd ty dude!

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Re: Mapping "Hole"

Post by Drofder2004 » November 14th, 2013, 10:08 pm

The tool you are thinking of is called CSG Subtract. It was removed from the CoD4 tools because it fucks up the map. It is avaiable in previous Radiants, but I wouldn't touch them if you want your map to compile.
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Re: Mapping "Hole"

Post by - a$ce - » November 15th, 2013, 12:39 pm

oh ye thx, i remember that function in q3radiant and hope was here too. Already happens lots of compilation error, expecially using textures in large large walls, better to dont use that tool too xd

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