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OBJ-2-MAP V1.1
So I added a few new features to my OBJ-2-MAP utility and put together a small web page explaining how to use it.

This is a utility that can take OBJ files exported from any modeling app and convert the geometry inside into Quake brushes.

http://www.wantonhubris.com/obj-2-map/

Have at it! I think everything will work.

[edit: updated url]
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Anyone Use It Yet On A Full Map? 
Ah cool thanks. Just wondering but did anyone use this in Arcane Dimension or any other recent maps yet? 
Skiffy 
see necros' fire and brimstone jam map 
 
I've used it for pieces in maps ... "The Hell That's Coming" had a skull face cave entrance and there was something else too.

I haven't done a full map tho, no. That would be ... interesting. And I imagine leaky. 
 
Full map... Make it func_detail and box it in. Basically do like you'd do in Doom3 with meshes. 
 
Aren't there still collision horrors everywhere? 
Necros 
How long does vis take with such a map?

I imagine this style of design wouldn't lend to big maps with lots of monsters because there would effectively be no visblocking (or am I wrong?). 
 
Well, if it's a giant func_detail inside of a box ... VIS should be almost instantaneous. 
 
I imagine you're not literally suggesting surrounding it with a big box, but rather having a boxy structural hull that still essentially follows the layout of the map?

Otherwise:
(reaction.gif) 
Interesting Discussion 
What would be the drawback of building your map out of simple brushes, and then when you need detail that requires using techniques that often cause invalid brushes / microleaks (such as vertex editing), just adding such things as detail brushes inside the already built and sealed structure?

As an example, let's say I'm doing a section where I have rocks on one wall of a room. I'd build that wall using a simple cuboid brush that seals the room, and then add the rocks as detail brushes. Is that feasible, or do detail brushes cause other headaches? 
SleepwalkR 
I'm pretty sure that's more or less how everyone has mapped since detail brushes became available. I may be wrong. 
Although 
I've heard (but not looked into it myself) that detail brushes that stick through the structural hull and into the void are problematic - does anyone know anything about this / elaborate? 
Thanks 
I would advise against that anyway. Build the detail brushes flush against the sealing structure.

I'm trying to put together some best practices for the TrenchBroom 2 manual. 
 
"I would advise against that anyway. Build the detail brushes flush against the sealing structure."

Why is that? 
SleepwalkR 
Like UE, where BSP is just for blocking and the rest is meshes. 
Yeah... 
Afaik detail brushes don't care where they are. func_ objects that are in more than one leaf, or that stick out of the world, can have the entity flicker problem though.

Details are part of the bsp though, so if you can see em, there they are.

The bug they can cause is when a mapper either on purpose or mistakenly uses them to seal a leak, inadvertently creating one.

The bad practice is making everything in the world detail, apart from your outer hulls, effectively trading off vis time for performance. This is usually unnecessary, but also kind of subjective over 'when' it becomes bad practice, depending on your geometry. 
 
Oh, but UE and other engines has a portal system that Quake 1 doesn't have (not that I know of). Does Quake 1 have hint brushes? 
 
I mean, you can make the sealing walls world and the rest detail, as BSP + meshes in UE. But you don't have any tool in Quake 1 to manually tweak VIS behaviour, like Q2's hint brushes. 
Adib 
Modern quake compilers do have "hint" texture support to force a BSP split. Never tried it myself.

Oh, but UE and other engines has a portal system that Quake 1 doesn't have (not that I know of).

Darkplaces has "r_drawportals 1" which is cool for viewing the portals/leafs. There's also a gtkradiant plugin that can load prt files generated by qbsp. 
Func_detail 
I would advise against that anyway. Build the detail brushes flush against the sealing structure.

In Q1 compilers, func_detail brushes take part in CSG (clipping away overlapping geometry) and outside filling (clipping away anything that faces the void) just like world brushes.

This is unintuitive, imho, and means you can't just build a sealing structure and completely cover it in detail, because the detail will clip away the sealing structure. e.g. If you have a long corridor and cover the floor/ceiling/side walls completely with func_detail rocks to make a cave tunnel, you'll get bad vis quality (vis will see through into other parts of the map).

otp, regarding a giant box filled with func_detail, that would be the same as unvised as far as performance in engine. In fact it would be better not to vis it so the engine doesn't waste time doing useless tests against the vis data which is all '1' (every leaf can see every other leaf). 
Warren 
Just tidyness. I know that in general qbsp doesn't mind clipping overlapping brushes. However Having brushes align and not overlap makes for less visual clutter in the editor.

But that said, I wouldn't be surprised if even though it appears that qbsp doesn't care, having overlapping brushes has other ill effects esp. if entities are involved. But I have no proof of that. 
 
"But that said, I wouldn't be surprised if even though it appears that qbsp doesn't care, having overlapping brushes has other ill effects esp. if entities are involved. But I have no proof of that."

Yeah, there are many urban legends regarding overlapping brushes. I'm a believer that it doesn't matter at all but I know there are others who have strong feelings the other way. To me, it's a bunch of busywork to miter everything but what-ev... 
I Do It Cause Im OCD Like That. 
We need a barf icon. 
<- That's It 
 
Hah! 
Overlapping brushes don't matter at all to the resulting hulls in my experience, i guess you talk about the case where a plane is represented by 2 or more brushes.

In that case i only care for the sides which share the plane to have the same texture alignment/ratio/angles. You get it.

Of course this may produce weird portals for vising, and the face splitting isn't always ideal in other cases resulting in lightmap errors and and and.

So better not do it if you can avoid it. :) 
 
e.g. If you have a long corridor and cover the floor/ceiling/side walls completely with func_detail rocks to make a cave tunnel, you'll get bad vis quality (vis will see through into other parts of the map).

I still don't get what the problem is here - you'll end up drawing more because the visibility err "chunks" are more coarse-grained, but how does that make an important difference on today's computers? 
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