: Yeah I keep on thinking there's a switch or terminal I missed there after
: getting used to recessed "tab-ables" in the original series. On
: the other hand, aren't there split polys in use elsewhere in TI? Maybe
: this is a case of not all the map makers knowing all the same tricks.
The problem was overcome in the Lost Levels. It was just a general ignorance amongst the mapping community at that time as to the application of the "transperant" checkbox in the line inspector dialog. Unchecking it made textured transperant lines block the automatic mapping on the players overhead. This is something Bungie made heavy use of since marathon 2, but obviously the mapping community at large didn't catch on until well after Tempus Irae.
It's interesting to note that nardo were actually quite careful with how the backing polys on multiple textured walls looked, so the overhead map wouldn't be ugly. Since then most mappers just employ great big jarring triangles for speed and efficiency, as they'll never be seen in the game.
//t