Original Post
i like csg/bsp map techniques.
i like brushes.
i like VHE/UnrealEd/etc....
I DONT LIKE LEAKS.
(fyi, a leak is an evil thing that is sprinked randomly through architecture that is designed with "creativity, style and flair" with no respect for the fact that the BSP compiler really screws up on anything more complex than a couple of rooms joined by a corridor.....)
the real definition being a place where the outside of the level can be reached from the inside, causing the visibility phase to screw up and think everything is visible.
or something like that.
therefore, i reckon that the way to go is to make the whole world solid to start with, and cut bits out of it to make rooms, etc. just like unrealEd. not like VHE.
i think this would be good for two reasons.
1. no leaks. i cant think of how i could possibly make a leak, even with my crap mapping skills.
2. one brush for a box you can stand in, not six.
3. its still possible to do additive as well, for details?
4. it should (in theory) be simpler to make a BSP tree from a collection of brushes that define the space you can stand in rather than the space you can''t, no?
problem.
I have written 1..2..3..4..5..6 editors. all testers ran screaming. every time. no clue on writing good editors. the best things turn out is "as bad a UI as UnreadED, but with the power of notepad"....
help, please! i have the code for compiling brushes into a level done, but the editor.....oh no. i tried starting tonight and it smelled distinctly of bad-editor-ness..
Thanks in advance..
Chris
btw...most of the rest of the engine is done