VERTEX MANIPULATION PROBLEMS Created 19 years ago2004-08-30 16:40:33 UTC by squrel squrel

Created 19 years ago2004-08-30 16:40:33 UTC by squrel squrel

Posted 19 years ago2004-08-30 16:40:33 UTC Post #55323
Im doing some cliffs in my current map and in hammer 3.5 the cliffs line up perfectly after vertex manipulation but then I compile it and they are off by a crap load. Anyone know what I'm doing wrong or should I just try getting a different compiler?
Posted 19 years ago2004-08-30 16:43:03 UTC Post #55325
ummm u use vertex loads right do u use small cliffls or big?
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-30 16:43:30 UTC Post #55326
It's not a compile problem, rather parts of your cliff that are carved and have vertex points floating off the grid. When it's compiled the points get put to a grid point and makes your cliffs not line up properly. Use quartered squares to make you cliffs in places you need alot of manipulation.
Posted 19 years ago2004-08-30 16:47:07 UTC Post #55329
exactly wat i was going to say : :roll:
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-30 16:49:54 UTC Post #55332
what? i keep my hammer as snap to grid and its on size 16 so i dont know whats wrong with it
Posted 19 years ago2004-08-30 17:04:17 UTC Post #55338
maybe its cause ur map is huge and it has to display it in small sections :
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-30 17:14:10 UTC Post #55341
In this case it's probably incorrect surfaces, e.g. brush surfaces that aren't totally flat. Check for problems, you should see 'Invalid Solid Structure' errors. Fix those and everything should be just fine.
Posted 19 years ago2004-08-31 19:49:09 UTC Post #55536
hey i did that fix all of type to all the invalid solid structures that i found :D but doing that made all the vertex manipultion in hammer look like it did in game so does that mean i just have to do all the vertex manipulation all over again?
Posted 19 years ago2004-08-31 19:57:34 UTC Post #55542
It's best to VM with squares clipped in half to triangles, so you may have to start over.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-31 22:44:30 UTC Post #55559
o woops that was me for some reason the site logged me off
Posted 19 years ago2004-08-31 22:50:00 UTC Post #55560
Don't use squares, they usually turn into invalid solid structures.

Triangles are the magical shapes! :P
Posted 19 years ago2004-08-31 23:50:41 UTC Post #55567
...the magical shapes that are almost impossible to b0rk up whilst VMming and cliffing (can I use that term :P ?).
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-09-01 02:00:31 UTC Post #55574
Impossible? Then you must not have know the Ctrl + F 'trick'...

Select two vertexes of the same type (two white or two yellow points) and press Ctrl + F, a new edge between the two will then be created, allowing you to easily create triangles.

Please note that triangles can cause coplanar faces, so a little thought before you use them could be handy...
Posted 19 years ago2004-09-01 02:09:48 UTC Post #55576
Almost impossible to b0rk up whilst VMming. I personally VM squares in half to get my triangles, though clip is also handy for such things.

Face splitting...hmm....never used it for that but I suppose it'd work as well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-09-01 02:17:24 UTC Post #55578
I usually clip them, wich gives me two triangles with one action.

Face splitting is something I rarely use but it could be handy now and then.
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