The support columns were created flat on the x-y plain then rotated in 60 degree increments to make 6 of them.
Here we see minuscule shadows on the left column from rounding errors.
This is not really radiants fault, it has more to do with the engine and how maps are stored.
It is possible to cut brush on an angle with clipping points, which should eliminate that mis-align.
I think a brush csg subtract should also have the same effect.
I'm going to go back and try one or both of these.
Another visual issue seen in the right column "loop" is a texture map on a sphere not quite right. With q3 maps you can use patches, caps and the like to avoid this.
I do all my base maps in q1, just so if I want to use them there, I dont have the problems of porting them back.
Darkplaces can load q3 maps. But I still prefer to do the base map in q1 for various reasons.
The support columns were created flat on the x-y plain then rotated in 60 degree increments to make 6 of them.
Here we see minuscule shadows on the left column from rounding errors.
This is not really radiants fault, it has more to do with the engine and how maps are stored.
It is possible to cut brush on an angle with clipping points, which should eliminate that mis-align.
I think a brush csg subtract should also have the same effect.
I'm going to go back and try one or both of these.
Another visual issue seen in the right column "loop" is a texture map on a sphere not quite right. With q3 maps you can use patches, caps and the like to avoid this.
I do all my base maps in q1, just so if I want to use them there, I dont have the problems of porting them back.
Darkplaces can load q3 maps. But I still prefer to do the base map in q1 for various reasons.