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"Armed and Dangerous -- Yet Kinder and Gentler"
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BRUSHES |
BrushesThese are the "building blocks" of Half-Life level design. Brushes are the things you create and manipulate in an editor (e.g. WorldCraft) which represent the physical structure of the game world.
Links to Resources
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The Handy Vandal's FIRST RULE OF BRUSH DESIGN
Let me say it again:
Problems with overlapping brushes include:
Nothing is gained by overlapping brushes except convenience. In my opinion, the convenience is a bad idea -- a sloppy practice that leads to sloppy level design. (By contrast -- smart level design means knowing the location and function of every brush and entity at all times.) Entity brushes are different: in many cases, you must use overlapping entity brushes to achieve desired effects. Even so, be aware that the brushes add load -- be economical, minimize the load. The effect of overlapping brushes is readily visible in WorldCraft in the Filled-Polygon view. Note the jagged moire effect where the selected brush overlaps the other brush:
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Creating and Manipulating Brushes Use the same tools and techniques to manipulate all brushes:
Textures You set the appearance of a brush, as it will appear to players, by applying textures to the brush. Special-Property Brushes Certain textures cause brushes to have special properties:
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BRUSHES
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"Handy
Vandal" and "Handy Vandal's Almanac" copyright 2008 by
Karl Gregory Jones Half-Life © 1998-99 Sierra On-line and Valve L.L.C. All rights reserved. Half-Life and the Half-Life logo are trademarks of Sierra On-Line. Valve and the Valve logo are trademarks of Valve L.L.C. Half-Life images, textures, music, sound effects, and other graphic or audio content © 1998-99 Valve L.L.C. All rights reserved. |