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Garux avatar Garux commented on September 25, 2024

Brush per face decompiler exists, it's less usable result.

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karakakarkarkar avatar karakakarkarkar commented on September 25, 2024

@Garux yes but maybe can be improved by adding

  1. Remove faces with CONTENT_SKY and CONTENT_SOLID
  2. Merge all faces( even concave?)
  3. Split for convex faces

This can give better results and more small output brush count.

And generate one back point for one brush with center offset, front textured, back textured for example with NULL when possible (just one plane for every edge + back_vert) , but very bad that no special texture for skip back faces and generate nodes/clipnodes for front face)

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Garux avatar Garux commented on September 25, 2024

Ic no point in reinventing the wheel twhl-community/HalfLife.UnifiedSdk.MapDecompiler#31, while it doesn't produce somewhat similar to original brushes anyway.
Pull request would be highly appreciated ofc!

Side note: pyramidal brushes are expected to be way less efficient in bsp, compared to using axial planes.

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UnrealKaraulov avatar UnrealKaraulov commented on September 25, 2024

@Garux how to use face-to-brush algorithm in mbspc ? or this only tree decompiler ?

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Garux avatar Garux commented on September 25, 2024

only tree decompiler

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