Why does this happen? (Weird Geomatry) Created 17 years ago2007-06-19 19:05:29 UTC by FlakKer FlakKer

Created 17 years ago2007-06-19 19:05:29 UTC by FlakKer FlakKer

Posted 17 years ago2007-06-19 19:05:29 UTC Post #225715
Hello, I'm new to this community so I don't know if this is the correct place to put this. I've always had this problem tbh, I just bail and give up. However now I'm really annoyed.

Look at this picture.

http://img225.imageshack.us/img225/6633/retard4go4.jpg

Now that bulge comming out of the car is not normal. Is it due to high polycount or something?
Posted 17 years ago2007-06-19 19:18:31 UTC Post #225719
It's because you tried to rotate it at an angle. This is an extremely bad practice. It makes all the vertices of the rotated brush go off grid, and then it tries to lock them back on grid during the compile, but it usually fails and ends up like this. I see you've done the same thing to all the other cars in the background too. :
Posted 17 years ago2007-06-19 19:20:21 UTC Post #225723
So in other words, I will never be able to rotate cars etc? Weird thing is, is that the car wasn't like that at the start, it's only when my maps get abit more complicated etc.
Posted 17 years ago2007-06-19 19:22:02 UTC Post #225725
you can rotate cars sometimes, but the result is often that, its just how you rotate the cars, but like srry said its better to keep stuff on grid
Posted 17 years ago2007-06-19 19:22:38 UTC Post #225726
Never rotate anything AT AN ANGLE. It's fine if you just rotate things 90, 180, 270, 360 degrees etc, because then their vertices are still on grid.
Posted 17 years ago2007-06-19 19:23:23 UTC Post #225727
Thank god for that, I thought that it was a model that had sprouted a random new part and I was going a bit insane over it. :P
Posted 17 years ago2007-06-19 19:25:10 UTC Post #225728
Because models now cast shadows in the GoldSrc engine... :P
Posted 17 years ago2007-06-19 19:26:30 UTC Post #225730
Ok thanks guys, my fears are true, I'll never be able to make a proper map. :confused: Does this also affect HL2?
Posted 17 years ago2007-06-19 19:26:32 UTC Post #225731
I'm just monumentally spoiled by Source I guess.

And drunk.

Night. :D
Posted 17 years ago2007-06-19 19:28:40 UTC Post #225734
It would effect Half-Life 2, I just don't know how much, and Half-Life 2 uses models for most things anyway. Plenty of people make maps with stuff at angles, they just don't do it the cheap way by rotating things. Learn vertex manipulation.
Posted 17 years ago2007-06-19 19:40:50 UTC Post #225737
Vertex Manipulation, is that the correct way to rotate objects?
Posted 17 years ago2007-06-19 19:45:26 UTC Post #225739
Not rotate them, but build things at strange angles correctly, etc etc. There's no correct way to rotate things at angles, you just have to build them however they're going to be placed.
Posted 17 years ago2007-06-19 19:49:18 UTC Post #225740
Thats abit sad tbh :( :(
Posted 17 years ago2007-06-20 03:25:56 UTC Post #225769
Its a very old engine remember.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-06-20 03:30:31 UTC Post #225770
Yeah, but I think Source will do the same thing. It's got to do with the dated brush technology it uses.
Posted 17 years ago2007-06-20 03:42:05 UTC Post #225772
Sometimes in Source you can actually get away with scaling and rotating brushes off the grid to a 0.5 measurement. I wouldn't recommend it though, bad practise.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-06-20 04:29:51 UTC Post #225775
No, you can scale brushes down without any real consequence, test it. If it's too small then it will bugger up, but if you stick to around 0.5 on the grid, it should work. Kind of messy though.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-06-21 02:17:53 UTC Post #225929
I find that rotating objects while holding shift, allowing me to only turn 15 degrees at a time, is the safest way to rotate anything. Even then, I tend not to rotate at all. Like what srry said, but you CAN (barely) get away with rotations of 45 degree angles on SOME objects. The smaller the brushwork, the less likley you get away with it.
Posted 17 years ago2007-06-21 02:32:10 UTC Post #225930
No it won't Espen, you'll just get a bunch of invalid solid errors from that.

Rotating can be useful, and I use it some times, but it's not precise and I never recommend it to newbies.
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