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What's the proper way to deal with seams in between brushes that will inevitably occur?  I'm importing a simple map with a couple rooms in and there are very obvious seams in between the brushes, and also between the floor and the walls. Obviously this occurs a lot with modular maps in UE4 but does Hammuer offer a solution to help alleviate this?

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Have you tried turning on "Round accepted points to nearest integer"? That should be able to help with some of those problems (although it can't really help with larger gaps)

You can also minimize this by grouping the floors, and do a nodraw pass to ensure there are no extra faces. (ie: do what vbsp does manually, with nodraw)