Get Rid
of those Sparkles
This is a Tutorial on
how to get rid of those darn sparkles..
This is a give away of a new maper if
your mesh's have them.
They are easy to get rid of if you understand what
causes them.
If you are running Quake3 Arena in 32 bit color and
32bit textures with high detail sky on, you might not
see them all.
So to test your map, too make sure you didn't miss any,
run it in 16 bit color,16 bit texture and low res sky.
This is what a sparkle looks like, They are caused by a
t-junction error more on that later.

This corner is made out of a one big bevel and the
walls are made out of two brush's one for the trim and
other for the block.


This is why there is sparkles. The wall brush is split
into triangle that don't match the bevels.
Too fix this there are a few options: one add a trim
brush on both sides of the bevel like this.

Or two add another bevel and stack them at the same plane
as the brush.

This is what it looks like without sparkles.

So you want to know what a t-junction error is, think of
it as when the .bsp processes the map it splits the
brush into triangles but it can't do this at any point
on a mesh (in this case a bevel) it can only do it from
a mesh control points.
So the big key to avoiding sparkles is to have only one
brush on a side of a mesh. Don't forget to caulk behind
all mesh's.
To avoid Z-fighting (were two textures are trying to be
drawn on the same plane at the same time.
You can also get sparkles between two brush's, it only
happens when a vertex point is not snapped to the grid and
aligned with the vertex point of the brush next to it.
This can happen easily when clipping brush's for
lets say a rock wall.
One other tip fog, water, slime brush's can also cause sparkles
so always split you brush's and stack any mesh's along the
top plane of said fog, water, slime brush.....
The following short cut keys will come in handy while working
with meshes:
ctrl-G
Snap to grid (I use this one a lot)
ctrl-
I
Invert texture
shift-control-N Cycles cap textures patch
V
key
Turns on vertices so you can drag them.
control-N
Naturalize patch texture
Control-P
Toggle show patches
shift-C
Cap selected curve
shift-S
Patch Inspector (I use this one a lot)
Ctrl-D
Toggle detail brush's on and off.
Now lets go make some maps with out these little errors
ok.