I just found out that the Stretch Command Optimizes the brush building. So if i don't use the stretch
and build a brush at 999 size, then it wastes 6.144 faces in building it. Leaving not much to build.
But if I build at a small size then use stretch, I had only 6 faces used instead of 6,144.
Portals can be stretched as well.
could be useful if a low face count stops portals from becoming unstable when
dealing with a large room.
Red limits breached?, Yep, (20,000 fces and its still going !)
That's because of the texture tiling. "Apply Map" on those faces and you'll get the same effect. Don't use a texture that tiles a zillion times and you can make a huge brush, it's no huge revelation. It's also not very useful in an FPS game to make a room that takes 2 minutes to get to the other end of.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
That's because of the texture tiling. "Apply Map" on those faces and you'll get the same effect. Don't use a texture that tiles a zillion times and you can make a huge brush, it's no huge revelation. It's also not very useful in an FPS game to make a room that takes 2 minutes to get to the other end of.
Ah so its to do with the texture tiling.
Ok then the only use I see for this when doing big portals. You don't really need to texture tile that.
Or when doing an outdoor level to build a small little world in and stretch
a portal brush in the middle of it to keep face count down.
I wish I knew how many objects a portal can render at a time because sometimes if you
put too many objects in a portal, brushes begin to turn to wire frames or dissapear.
Red limits breached?, Yep, (20,000 fces and its still going !)