gtkradiant/docs/manual/quake3/Terrain_Manual/pages/clipping_the_terrain.html
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<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
<meta name="ProgId" content="FrontPage.Editor.Document">
<title>Clipping the Terrain</title>
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<b>
<p align="center"><font size="5" color="#FFFFFF">Clipping the Terrain</font></p>
<div align="right">
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<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The terrain entity uses its triangle surfaces as clipping planes. No
additional clipping is required to allow characters to run on the terrains
surface. As the initial terrain maps developed in house, we discovered that to
control and guide play flow, we needed to clip many of our mountain and canyon
slopes with vertical walls. Done right (as the slopes start becoming too steep
to climb), players dont notice (as much).</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Next, decide how far up in the sky you are willing to let your players
fly. If the map is entirely open you might want to keep it that way. If youve
placed caulk barriers as described above, then the low point on the ridgeline
(or lower) will likely be your ceiling height.</p>
<b>
<p>Clipping Tips</p>
<blockquote>
<blockquote>
</b></font><font FACE="Symbol" SIZE="2">
<p>· </font><font FACE="Times New Roman">Make sure your “ceiling” clip
brushes extend all the way up the sky brush.</p>
</font><font FACE="Symbol" SIZE="2">
<p>· </font><font FACE="Times New Roman">Keep your clip brushes simple.</p>
</font><font FACE="Symbol" SIZE="2">
<p>· </font><font FACE="Times New Roman">Right angles are rarely found in
nature. Use the clipper tool to take the corners off your vertical clips.</p>
</blockquote>
</blockquote>
</font>
<p align="center"><a href="blocking_vis.html">Back</a> - <a href="table_of_contents.html">Table
of Contents</a> - <a href="mapping_the_textures.html">Mapping the Textures</a></p>
<p>&nbsp;</td>
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</b>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p align="center">-19-</p>
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