Video outlining the best approach to making uniformly sized spiral stairs, with steps that are exactly the same size, from brush volumes in GtkRadiant.
Remember that "non-axial
" brushwork (brush work not snapped to the grid and resulting in 'floating point' coordinates) like this needs to be flagged as "Detail
", when made for idTech 3
(Quake 3/RtCW etc.) games to prevent BSP errors during compile - note that Q3Map may error out where Q3Map2 might not because of compiling improvements to the latter.
For idTech 4
games (Doom 4/Quake 4 etc.) it's not possible to convert or flag brush volumes as "Detail". An alternative approach is to convert brush groups into brush-based "func_static
" entities which does the same thing as the "Detail" flag - volumes are not treated as 'structural' and do not split the BSP.
A final alternative might be to convert brush work into a model
and then load the structure that way.Video to accompany the written "best way to make spiral stairs" tutorial