Triangulation
Triangulate all brushes
tri 0
It active, turns all curve brushes into Wedges or Tetrahedrons/Pyramids, even when not necessary.
- Off – If necessary, Map2Curve will triangulate brushes automatically.
- On – Any brush will be triangulated. This can be necessary to accomplish seamless texture-mapping.
Triangulate border brushes
transit_tri 0
Triangulates the first and last brush of a curve object.
When combined with Border Brush Snap to Grid the resulting curve can be connected to other geometry a lot easier or be modified in another way.
Snap to Grid
Snap all vertices to grid
round 0
Snaps all vertices to grid. Vertex positions that contain floating point numbers will be rounded to integers numbers.
Snap border brushes to grid
transit_round 0
Rounds aka “Snaps to grid” the XYZ-positions of the first and last face vertices of a curve object so the resulting brushes can be connected to other geometry easier.
Is usually being used along with Border Brush Triangulation.
NULL Brushes
NULL Texture
nulltex NULL
Default texture for new faces that occur when triangulating or carving brushes.
Typically this will be NULL or SOLIDHINT.
Spike Height
spike_height 4
Default height for spike shaped brushes that occur when triangulating complex brushes.
Don’t export NULL-brushes
skipnull 0
Brushes that only consist of faces with a NULL-texture will be ignored during export.
Transformation Source
Scale
scale_src 0
Scaling for the source object.
- Applied before curve generation.
- Won’t affect point entity scale, only location.
- Scales all axes uniformely.
Rotation
rot_src "0 0 0"
Rotation for the source map.
- Applied before curve generation.
- Axis order is XYZ.
- Currently doesn’t work as intended for detail objects when rotated around axes other than X!
Transformation Final
Scale
scale 0
Scaling for the final generated curve object.
- Applied after curve generation.
- Won’t affect point entity scale, only location.
- Scales all axes uniformely.
Rotation
rot "0 0 0"
Rotation for the final generated curve object.
- Applied after curve generation.
- Axis order is XYZ.
- Also affects solid and point entity rotation.
Move
move "0 0 0"
Transition for the final generated curve object.
- Applied after curve generation.