From c7606f1bcec4c50d40fb424fb3d6afe35a9e2245 Mon Sep 17 00:00:00 2001
From: Maxxiii <30539708+Maxxiii@users.noreply.github.com>
Date: Wed, 16 Sep 2020 21:35:25 +0300
Subject: Fix some external links from comments
---
subpages/Comments/BSP_Viewer.html | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
(limited to 'subpages/Comments/BSP_Viewer.html')
diff --git a/subpages/Comments/BSP_Viewer.html b/subpages/Comments/BSP_Viewer.html
index 1a592b9..e193a7b 100644
--- a/subpages/Comments/BSP_Viewer.html
+++ b/subpages/Comments/BSP_Viewer.html
@@ -213,7 +213,7 @@
There is already a HL2 .mdl decompiler available
here.
+ href="http://www.chaosincarnate.net/cannonfodder/cftools.htm">here.
@@ -530,7 +530,7 @@
when intersected, form polygons. When these planes are removed or split by the CSG process, the original
brush is gone forever. BSP Viewer's approach is to say to hell with the brushes and construct a new
brush for each face in the BSP (hence the 1 unit brushes). Other programs (such as
WinBSPC)
+ href="http://developer.valvesoftware.com/wiki/WinBSPC">WinBSPC)
construct one large brush that engulfs the entire world, then "hollow" it out subtracting the
BSP geometry and breaking up the brush into smaller convex brushes. This process creates more
"brush like" results, but is still nothing close to how one would actually map.
@@ -587,8 +587,7 @@
I'm not sure if I fully understand you (or maybe you don't fully understand me).
- Brushes, by nature, must be
convex. But
+ Brushes, by nature, must be
convex. But
BSPs contain a polygon soup which is anything but convex. The only logical grouping of faces in a BSP is
into leaf-nodes, which are collections of near by faces. However, these leaf-nodes are concave by nature
and so can't be used to construct a brush. It's not just a matter of taking a bunch of faces and
--
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