Out-of-Grid vertecs and their causes Created 20 years ago2004-09-19 15:35:31 UTC by ZombieLoffe ZombieLoffe

Created 20 years ago2004-09-19 15:35:31 UTC by ZombieLoffe ZombieLoffe

Posted 20 years ago2004-09-19 15:35:31 UTC Post #60695
What does these out-of-grid vertics really do? I have never noticed anything too horrid not to be ignored happen.
Posted 20 years ago2004-09-19 15:54:56 UTC Post #60701
They can cause leaks, ugly cracks in walls and even cause invalid structures.

This tutorial discribes why you must prevent out-of-grid verices:
http://cariad.co.za/twhl/tutorial.php?id=32
Posted 20 years ago2004-09-19 16:29:00 UTC Post #60712
:P I know. I'm not a noob.
None of those problems happened to me, and i'm not trying to avoid them, since I can't see why I should. It's pretty annoying when aligning brushes and such though.
Posted 20 years ago2004-09-20 12:00:07 UTC Post #60821
There's nothing inherently wrong with an "out-of-grid" vertex, assuming you mean that it doesn't lie right on a grid intersection in the views. It's just a vertex that doesn't have integer coordinates. They don't "do" anything different than a vertex with integers coords. The compiler will handle them fine. You end up with vertices like that when you make arches, etc., and, oftentimes, when you do a clip at other than a right angle.

The primary problem is what you already know - it's a pain to align brushes with one another when vertices aren't on grid intersections. It's easy to get alignment errors and not notice them.
Posted 20 years ago2004-09-22 07:43:23 UTC Post #61112
Or when you carve, you see those ugly lines? Thats the stuff out of grid ^_^

(Well..carve with a cylander)
Posted 20 years ago2004-09-22 09:17:51 UTC Post #61129
The problem is, during the compile process they are 'made' integer value's, e.g. put on the nearest grid point. This can cause leaks, extra surfaces and the like. That's the real problem with it.

And personally, I consider off-the-grid vertices as a result of a sloppy mapping method. But that may well be just me...
Posted 20 years ago2004-09-22 09:28:12 UTC Post #61132
Thanks for the answers.
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