VertManipProb

Half-Life HL
VertManipProb by TawnosPrime
Posted 16 years ago2006-01-16 19:13:29 UTC • Problems • Half-Life
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Name
VertManipProb
By
TawnosPrime TawnosPrime
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Problems
Included
BSP, RMF/VMF
Created
16 years ago2006-01-16 19:13:29 UTC
Updated
16 years ago2006-01-24 16:28:14 UTC
Views
3376
Downloads
728
Comments
9
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A simple canister done in Hammer. Looks good. Problem is, that's the camera view... The in-game is far different. I'm hoping someone who's an "expert" w/ VertManip can help me out.

Things to Note:
-5 brushes used
-Slopes done w/ the scaling tool within VertManip

9 Comments

Commented 16 years ago2006-01-17 06:01:33 UTC Comment #10507
You probably have off grid vertices, caused by scaling (Ctrl+M). Rotating objects like this also causes this.
Commented 16 years ago2006-01-17 14:22:29 UTC Comment #10513
Could be non-planar faces as well. Faces that aren't completely flat. Can happen easily when making cylinders sloped. Make sure the top edges have the exact same direction as the bottom edges. Yeah, how could I explain in other words...
Commented 16 years ago2006-01-17 19:33:23 UTC Comment #10522
I'd be willing to bet there is a method for making this work in hammer, but I must admit I dont know how.

I spent a good chunk of time putting all the vertexes on grid and removed the invalid solids, and it still looked horrible in-game.

Note: I case you didn't know, it is not advisable to rotate/scale complex objects like this as you would a box. It creates off-grid verticies and other nastys.

I know this isn't what you want to here, but this would be so easy to do with a model--milkshape...

You might pm trapt on this one, as he's pretty good at teh VM. Maybe make a tutorial out of it.
Commented 16 years ago2006-01-18 18:10:47 UTC Comment #10545
I've considered b4 using a modelling program but I can find an easy to use one that's free.

Thanx for the help thou guys.
Commented 16 years ago2006-01-18 19:14:32 UTC Comment #10546
If you eliminate the center section of the 2nd and 4th pars of the capsule, it makes for a much cleaner looking shape, albeit you have to compromise the design a bit. So instead you'd have 3 main shapes insead of 5.

Modeling isn't so impossible, but it's definitely harder than Hammer--at least at first. Plus there's lots of people who are good at it here that can answer your modeling questions :)
Commented 16 years ago2006-01-20 21:15:02 UTC Comment #10576
Your map is fine. The true problem is that Hammer louses up off-grid vertices when it exports the .map file just before passing it to the compile tools. There is a program called hlfix that can properly export the .map file from the .rmf. I used it on your map and compiled it and it looks fine in-game.

You can get hlfix here:
http://extension.ws/hlfix/
Please read the documentation before trying it out. My personal recommendation is to use the -na parameter so that it doesn't "fix" anything, and only outputs the .map file.
Commented 16 years ago2006-01-23 07:42:58 UTC Comment #10638
Ninja Grinch have completely right!
HLfix do this work for you, I have compile your map in Batch Compiler v3.1.2 with HLfix on and it be a nice brush work.
A link to Batch Compiler and Nem'stools
http://nemesis.thewavelength.net/index.php?p=3
Tlax
Commented 16 years ago2006-01-24 16:29:11 UTC Comment #10670
Thanx for all your help guys, and thanx NinjaGrinch and Tlax for the compiling tips.
Commented 6 months ago2022-01-15 22:27:56 UTC Comment #104012

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