Invalid solid structure Created 8 years ago2016-04-01 16:47:33 UTC by Yashka Yashka

Created 8 years ago2016-04-01 16:47:33 UTC by Yashka Yashka

Posted 8 years ago2016-04-01 16:47:33 UTC Post #329607
Greetings!
I've been recently pumped up to do some more medieval RPG mapping in VHE, and decided to take on a greater task than a simple tavern - a town.

However, I'm having a bit of a problem. The main street splits like a "Y", similar to cs_italy if anyone remembers it. The problem is that I cannot get the walls to curve around properly, without getting a problem. The walls are made of individual connected pieces, which I modify to add curves.

It's either :
a) - An invalid solid structure error in VHE, while it compiles just fine and looks splendid in-game.
b) - No errors in VHE, looks properly connected to the other wall piece as well, yet in-game there is a very slight, but noticeable unalignment to the other wall piece.

Here's a picture (this is when there's an invalid solid structure) -
User posted image
Any ideas on what may be causing this?
Posted 8 years ago2016-04-01 16:48:40 UTC Post #329608
Oh, forgot to add this too -
User posted image
Posted 8 years ago2016-04-01 17:23:39 UTC Post #329612
The 4 vertices dont create a flat plane. You'll probably have to manually triangulate the faces. It sucks, but it's just the limitation of the engine. Also, you can manually check for errors before compiling with Alt-P.
Whipped up a quick example for you because I'm TERRIBLY bored at work right now.
User posted image
Clicky for example
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-01 18:38:55 UTC Post #329616
Oh boy, those look pretty complex, but are exactly what I need! Many thanks!
Posted 8 years ago2016-04-01 18:44:56 UTC Post #329617
I am used to Jackhammer, but VHE still has the same feature...

You don't have to cut it up into triangles, nor tetrahedrons, since you can simply split the faces using the Ctrl + F command.
It's done inside the VM tool, you just select 2 'white' vertices, which are, umm, adjacent to each other, and then you apply the command.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-04-01 18:46:48 UTC Post #329618
You're quite welcome. They're pretty complex, yes, but have patience when you're doing your vertex manipulations and you should be fine.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-01 19:11:29 UTC Post #329619
I've figured them out, but I'm curious, is it safe to grab my basic sloped wall brush and triangulate it with the clipping tool?
Posted 8 years ago2016-04-01 21:27:49 UTC Post #329621
Do you mean to take your existing wall and cut it into tetrahedrons?
You can try, but the geometry might be difficult to work with.

I would recommend keeping geometry as simple as possible and only use the tetrahedrons when other methods fail you.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-02 19:26:24 UTC Post #329631
I split my existing walls like this -
User posted image
Once I split them, one of them was unaligned, so I just aligned it and it all worked out. No errors, and everything is simple.

Thanks again Tetsu0!
Posted 8 years ago2016-04-02 19:56:12 UTC Post #329632
cool! glad to see it all worked out
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-03 01:52:21 UTC Post #329637
Sledge has no issues handing floating points. I'm serious when I say its a superior tool to Hammer
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-03 07:49:52 UTC Post #329640
So Sledge align the floating points to the grid automatically ?
Posted 8 years ago2016-04-03 08:19:59 UTC Post #329644
I'm not quite sure what this particular floating point issue is, but it doesn't align anything to the grid automatically. But it should behave the same as VHE when it comes to saving/loading maps. Internally Sledge uses fixed-point decimals which avoids a lot of issues with floating point rounding.
Penguinboy PenguinboyHaha, I died again!
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