Brush distortions when using rotate Created 4 years ago2019-03-28 21:03:38 UTC by al_mam al_mam

Created 4 years ago2019-03-28 21:03:38 UTC by al_mam al_mam

Posted 4 years ago2019-03-28 21:03:38 UTC Post #342354
Hi, I noticed that brushes look distorted after I rotate them.
Single brushes may change its width and height slightly, but it's tolerable.
Grouped brushes keep getting their vertices displaced.
in hammerin hammer
in gamein game
grouped brushgrouped brush
Is there a proper way to rotate without distortions?
Posted 4 years ago2019-03-28 21:08:37 UTC Post #342355
This is caused by the vertices being off grid. They are moved during the compile to the nearest grid point. You can get around this by using HLFix when you compile, but personally I found this caused issues elsewhere in the map. I would recommend instead that you zoom right in and do the required vertex manipulation yourself.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-03-29 01:02:05 UTC Post #342361
I see. So the best way is vertex manipulation.
Thanks!
Posted 4 years ago2019-03-29 10:29:04 UTC Post #342362
If you are using VHE 3.4 or 3.5 then it rounds all coordinates to integers before compiling. If you want to keep using VHE, then there is a patch made for VHE to make it export precise coordinates to the compiler (know as floating point coordinates). It's called "vluzacn's float enabler" or something like that. Another option would be to use another editor, for example J.A.C.K aka Jackhammer, which is nearly identical to VHE but also prevents the rounding of coords. You also should use vluzacn's compile tools, latest are VHLT 3.4. Then the brushes should in most cases remain the way you made them. You might want to turn them into func_wall or func_detail. In this case HLFix is not needed.
Posted 4 years ago2019-03-29 11:32:41 UTC Post #342363
I stand corrected. Thanks Bru-ski
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-03-29 12:35:18 UTC Post #342364
I tend to keep brushwork untransformed and rotate it by turning it into a func_rotating and giving it pitch yaw roll values. Not optimal in terms of resource use, but it works no matter what tools you use.
Oskar Potatis Oskar Potatis🦔
Posted 4 years ago2019-03-30 15:26:10 UTC Post #342365
That's actually something that Archie and I use frequently in The Core. That works wonders and prevents a lot of fiddling
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-03-30 16:09:29 UTC Post #342366
Don't angles work on func_wall too?
It's a very old and useful mapping trick. :D
Admer456 Admer456If it ain't broken, don't fox it!
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