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Doom3 editing lingo

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Since I haven't edited anything more advanced than Q1, I'm out of the loop for modern editing terms. Brushes, polyobjects, etc are a mystery to me and I find the hardest challenge of getting started with editing is my ignorance regarding the terminology. Questions directed here or even in-editing could be averted or asked more easily if I knew some of the jargon. I'd be grateful if anyone would reply and define any and all terms for editing Doom3. Think of it as Doom3 editing 101.

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When you drag out a red box, you're creating a brush. The faces of a brush can be textured.. so they're the floors, walls, etc..

You can also create a brush to hollow out sections of other brushes (subtract) or select other brushes.

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Also, poly-objects aren't exactly modern.. They were used in hexen, and people currently use them in their ZDoom maps often.

http://zdoom.org/zdkb/zdoom1.html

Unless of course there is a similar term in more modern mapping, in which case, I have no clue.

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I believe a tesselated simple patch is just a patch mesh that is being made up of triangles instead of quads.. you could probably make rougher surfaces quicker this way.

A bezier curve(named after the guy who discovered the technique) is simply a curve defined by a set of control points, (in this case, the vertices in radiant). You position these vertices to "smoothen" the curve..

Imagine the dynamics of making a curve without this method.. you would need to specify a ton of vertices to make it look curvy, and it would take a long time to actually get the curve to look like an arc, such as those found in vector programs.

Hope that helps.

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That does help :)

So a patch mesh just kindof spreads vertices all over the face of a brush?

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a patch mesh is a 2 dimensional object.. it's not a block like most brushes.. it can only be seen from one side... however, when extruded, it will look entirely 3d from that one particular side.

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