well the idea is that if you overlap them on the exact same spot, it can
A: give you weird problems at compile, depending slightly on which kind of entity it is, it can sometimes think the one entity is the same as the other (as like your texture problem)
B: probably wont do this when its just a nice rectangular cube, but... if an entity touches the outside, youll get a leak, or the entity will dissappear (happened to me once when i had an entity stick out on a round corner, the sticking out entity just wasnt there after compile)
now both of these reasons probably won't happen everytime, hell they may only happen even when you use brushes more complex then cubical stuff
ohw
also
C: if you do use more complex brushes, the compiler might decide that either the brush or the entity is invalid, though this one is more rare, i've only had that happen to me on jump_101 (map which i never released) and in that case the entity+brush that were overlapping were even inside the map
basically, you can do whatever you want ofcourse.. just if you do do it like that, it could very well be that you'll run into problems eventually
Also
its harder to select them if they are exactly overlapping
and finally, some entities do fine when outside the map like trigger_ mostly, but some other entities can fuck up your entire map if the compiler decides its outside the map
so ye... mostly just for safety assurance and if you want to ever change them... its harder to select them if they are exactly over eachother then if they are even only a single unit on differing positions, cos then you could on on side select the entity (hopefully the inside) and on the other side (outside) the brush
(i'm just really carefull when it comes to hammer and stuff that might potentially fuck up... because hammer has the power to bluescreen of death on me, and ofc don't like that, so ye.. maybe im just to carefull.. but im ok with that.. i dont want any bsod's)
« Last Edit: August 09, 2012, 02:17:26 AM by CrancK »
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