Fitting model to grid Created 8 years ago2016-05-10 21:41:52 UTC by kruk kruk

Created 8 years ago2016-05-10 21:41:52 UTC by kruk kruk

Posted 8 years ago2016-05-10 21:41:52 UTC Post #330084
Hi, i was thinking to get models as modules in my map but i noticed they don't fit ..even using a base cube model 32x32x32 i can't get it to fit like brush didnt use models like this in gold source so i guess this just is a common problem on the old engine?

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Posted 8 years ago2016-05-10 22:11:28 UTC Post #330085
Hello,

maybe you can try to change the origin of the model, I asked for that one year ago:

http://twhl.info/forums.php?thread=18376

:)
Posted 8 years ago2016-05-11 10:45:57 UTC Post #330086
Oh no the pivot is in midle of the model and the model is 32 unitcube
the problem isnt it rendering or lighting just fitting by position.
Models made in in boundaries of a grid 64x64x64 with pivot on the grid dont fit :(

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I think its just the engine thing/limitation, correct me if i'm wrong
Posted 8 years ago2016-05-11 11:38:57 UTC Post #330087
This is a problem I've often experienced with Hammer. Point entities are always offset by a fraction of a unit for some reason. The only reason I could think of this being is it's either a bug or Valve thought it would be easier to select them if putting multiple point entities in the same spot. It's really only an inconvenience :(
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-11 12:33:29 UTC Post #330088
hmm yea after some trial and error i thought it's just the old engine limitation :( this style of LA just dosnt work here.
Posted 8 years ago2016-05-11 12:48:20 UTC Post #330089
Have you tried other editors? May be an issue with Hammer rather than Goldsource.
Jessie JessieTrans Rights <3
Posted 8 years ago2016-05-11 13:18:49 UTC Post #330090
Possibly but learning a new editor just to check its alot for me atm XD
If someone can make this work on lets say jackhammer or something else
give it a shout ;]
btw im using Valve Hammer Editor 3.5.2 hmm did somone try it on 3.5.3?
3.5.3 is the newest right?
Posted 8 years ago2016-05-11 14:33:13 UTC Post #330092
Have you tried exporting the Hammer geometry to Blender and work on top of that ? This is one of the technique used in Black Mesa Source.
Posted 8 years ago2016-05-11 17:43:45 UTC Post #330093
Did you try Sledge? ;)
Posted 8 years ago2016-05-11 18:49:38 UTC Post #330094
Did export the dxf file for the first cube and it was perfect in the 3d app,
exporting it to mdl and viewing in hammer was the problem :(

Sledge? hmm at this point going for a different editor that i dont know just to test something minor that might even not work :( eh i just dont want to move from hammer XD anyone can confirm that its the editor issue??

btw it looks like this problem dosnt happen in hammer 4.1 for source.
Posted 8 years ago2016-05-11 19:42:04 UTC Post #330096
Sledge is an improved version of Hammer so you will find your marks.

You can also try Jackhammer, another improved version of Hammer.
Posted 8 years ago2016-05-11 21:26:23 UTC Post #330098
Testing it out on a different editor isn't that much of a hassle. You would just have to set up the game and compile configs again, which is easier given that A) You would already have everything you need, just have to point to it, and B) Sledge organizes those configs more neatly than Hammer.

P.S. Sledge is nigh-identical to Hammer in function, you don't have to learn anything. It'd take maybe ten minutes to test this stuff out, tops. (As for Jackhammer, I wouldn't know.)
Jessie JessieTrans Rights <3
Posted 8 years ago2016-05-11 23:00:03 UTC Post #330099
I have the same issues in Sledge, i didn't knew Hammer acted likewise too, since i don't use it anymore. With Sledge however, you can zoom in beyond grid capability and move your models origin with pretty good accuracy, as long as you have off-grid/snap-grid/whatever-it's-called ticked off. I don't remember if this was a thing in Hammer as well.
There's workarounds for placing models precisely where they should be in maps but you have to do that within whatever modelling softare you're using, it will not work for modulars, which i think is what Kruk wants.
Posted 8 years ago2016-05-11 23:30:06 UTC Post #330100
You can hold Alt to move objects around without snapping to the grid, I believe.
Jessie JessieTrans Rights <3
Posted 8 years ago2016-05-12 23:33:11 UTC Post #330106
Ctrl-B? (Snap to Grid)
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-05-13 19:54:30 UTC Post #330115
heh thx Ctrl-B did snap it right what i couldnt do by hand o-0
anyway got the position just still shows some minor errors

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Think this is just the rendering engine? (did export two objeckts not welded as one smd and it shows same thing just in the game)

btw i use openGL on steam version dont know why but i cant set direckt3D ;/

And THX everyone for supporting this issue XD
Posted 8 years ago2016-05-13 20:39:14 UTC Post #330116
The only thing I see is the little hole in the second screenshot. I don't know what is causing this, maybe it has to do with your model.

You can't use Direct3D in the Steam version anymore. I don't think that Software will change anything too.
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