Okay, say we want to carve the triangle out of the big blue block here.
Notice how the triangle is the carver, and also not ehow the dotted line going into the shape of a square overlaps into the green square.
Now we carve via the selected triangle. Looks alright right?
Wrong, after ungrouping the carved items, we notice that the small green cube has been split into three sections, though nothing has been carved out of it.
The moral: All carvers will cut anything that is touching the dotted box around the carver.
This can cause some of the worse messes I've ever seen, as you can do alot of damage without even knowing it or meaning to. And this will also add to more w_poly and longer compile times, because:
This gets extremely hazardous when working with angles.
A. The chances of the vertices lining up on a grid point is slim to none, which makes for a difficult conversion to .map and also a hell of a time for the compile tools.
B. Add more w_polies obviously. And this gets worse and worse with more complex carvers and more complex brushes affect by the carve.
C. If you've used carve once, you've probably used it more times on the same map. The carves can overlap and MUTILATE BRUSHES.
D. Theres more, but you should beable to pull your own logical conclusions.