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DVL_IAC   Posted 23rd Jan 2006 10:50pm
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Post 626 / 1417

Is there a way in red to like invert all the verticies on a brush or mirror the brush so you can build like half an object, thats the same on both sides, then copy and paste that half and invert it and make it line up with the first half?

No matter which way I rotate my group of brushes, They don't end up right... They need to be mirrored or inverted to line up...
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goober   Posted 23rd Jan 2006 10:53pm
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hmmmm, you could try making one, then copy and paste in the same place, select one of them, cut it in half, then lock it, and cut the other one the other way ?
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DVL_IAC   Posted 23rd Jan 2006 11:03pm
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Post 627 / 1417

Quoting goober
hmmmm, you could try making one, then copy and paste in the same place, select one of them, cut it in half, then lock it, and cut the other one the other way ?


?? ??
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goober   Posted 23rd Jan 2006 11:57pm
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Post 1814 / 265

Basically, you have 2 boards on top of each other, you select one, split it in half, then select the other and split it the other way...
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Ghostkid   Posted 24th Jan 2006 2:32pm
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Post -43 / 2212

Quoting DVL_IAC
Quoting goober
hmmmm, you could try making one, then copy and paste in the same place, select one of them, cut it in half, then lock it, and cut the other one the other way ?


?? ??

i was looking the same way when i saw that
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Mostertman    Posted 24th Jan 2006 3:25pm
Post 1014 / 2820
I don't believe RED has a mirror function. never came across one.

So i guess you'll have to rebuild the thing you want mirrored, in mirror.
   
E_Darkness   Posted 25th Jan 2006 12:20am
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Post 148 / 338

I guess you could make a level in RED then export it into 3d studio max. Some one with the program could easly import you level push 3 buttons that would mirror the map and send it back to you in 2 pieces.
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goober   Posted 25th Jan 2006 12:31am
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Post 1833 / 265

True, but then the whole level would be a cluttar object, that you would need to run the level with a mod to use...
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E_Darkness   Posted 25th Jan 2006 3:49am
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Post 149 / 338

Quote
True, but then the whole level would be a cluttar object, that you would need to run the level with a mod to use...



No.

The way you get v3m into RED as a brush is:

First put the v3m into a vpp like meshes.vpp

Then open your map up.

Next in brush mode add a v3d/v3m as a brush by searching and selecting the model. It will then load into RED, because it is found in that meshes.vpp also. When you save you map it will be built into the map and people will not need you v3m model or a mod to run the map.
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goober   Posted 25th Jan 2006 10:16am
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Post 1838 / 265

right, forgot.

but, it would increase the face count alot wouldnt it?
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FuryThor   Posted 25th Jan 2006 5:44pm
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Post 333 / 831

Aaw depending how you want an mirror I would atleast try this:

Make an first part of "mirror brush" then copy and paste it, and rotate it 180 decrees on suitable axis. Then you should have mirror brushes.
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DVL_IAC   Posted 25th Jan 2006 10:17pm
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Post 632 / 1417

nah i tried rotating it in every way and it either ends upside down, or backwards or any other way I don't want it.. I guess i'm gonna just have to re do em manually.
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RED-FROG   Posted 25th Jan 2006 10:17pm
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Post 839 / 5258

Quoting goober
right, forgot.

but, it would increase the face count alot wouldnt it?

No it doesn't
What you see is the triangulation of the faces. One side of a box has 2 mesh faces, not 1. There is an invisible line splitting the side into 2 triangles. Everything is being calculated as triangles since thats the way DirectX and your graphic card works.
A polygon can have multiple faces. If your model has 400 polygons, the estimate mesh face count is twice as much. What counts are the mesh faces, not polygons.

RED counts the mesh faces in the log file.

(of course the level is much harder to texture when everything been splitted up.)

I also thought about this way, but then he would have to re-texture the other half, and it's all one brush. No detail brushes, etc.

Well..You must duplicate and move each single brush to the other side to mirror them
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