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Removing worldspawn brush (no entities!) #55

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moptex opened this issue Sep 6, 2021 · 3 comments
Open

Removing worldspawn brush (no entities!) #55

moptex opened this issue Sep 6, 2021 · 3 comments
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enhancement New feature or request

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@moptex
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moptex commented Sep 6, 2021

I strongly ask you to add a function to remove individual worldspawn brushes (no entities!). For example, boxes, containers, etc. I'm in the middle of porting maps, and I really need this function in order to avoid decompilation. Porting maps from dod, tfc, csczsd to cs 1.6.

@wootguy wootguy added the enhancement New feature or request label Oct 26, 2021
@UnrealKaraulov
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Remove... sounds like more easy that adding)

@mfaizsyahmi
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This is impossible, short of decompiling and recompiling. In a sense, the entire worldspawn is a single giant brush. Everything is superglued into a single piece and it's not possible to take them apart at the seams because everything not on the surface has been stripped during compilation.

Not to mention how binary space partitioning has sliced the map up into nodes and leafs along the seams of the world geometry, containers, boxes and all. Removing those world "objects" actually mean "adding" BSP volumes that weren't there during compilation so there would be no BSP leaf info, no visibility info, and everything would appear and not appear at the same time. It'd be the same as standing in the void.

@UnrealKaraulov
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Maybe existing Feature 'Export BSP model' works like it need?

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