Fundamental flaw in the engine ?
<div class="IPBDescription">Inches vs. meters</div>It is known, that editor's default units inches are converted in to the meters when stored in .level file. This means that coordinates of all the vertexes in level are not whole numbers but real numbers with alot of going on after the decimal point (we like to call them "hairy numbers" here in Czech - nightmare of every Engineer).
This means that after reloading the map there is a lot of uncontroled movement of vertexes by a very small lenght caused by rouding of those "hairy numbers". This results in geometry never standing "on grid" and causing your preciously aligned textures to randomly float around. Sometimes it causes a face to become "coplanar" (remember Hammer?) setting its texture aligment totally off.
The question is: Will switching editor units to meters solve this issues or not?
This means that after reloading the map there is a lot of uncontroled movement of vertexes by a very small lenght caused by rouding of those "hairy numbers". This results in geometry never standing "on grid" and causing your preciously aligned textures to randomly float around. Sometimes it causes a face to become "coplanar" (remember Hammer?) setting its texture aligment totally off.
The question is: Will switching editor units to meters solve this issues or not?
Comments
Unfortunatelly, most of the people (inscluding me) are used to current "inches" from Hammer times - 8/16 units for trims, 128/160 for wall etc.
I am wondering how they are going to solve this.
owww my brain hurts :(
Mapping in inches has always felt awkward to me, having to remember the specific units vs knowing all the real world (metric) values those units are based on (I have a degree in construction).
<img src="https://dl.dropbox.com/u/62994473/ns2_bug05.jpg" border="0" class="linked-image" />
As you can see according to the gizmo and texture coords the texture shouldn't be rotated but it is. This is caused by one of the vertexes of that face that is slightly higher by the others, thus making that face not planar.
The only solution to this is to move all of the vertexes on Z-axis up and down back to the grid. I cannot use snap-to grid here because I have created those curves by rotating and their X,Y coords are not supposed to be on grid.
It is really ######ing annoying!
NS1 used imperial units (Half-Life) for the world, while using metric measurements in-game, and that system worked fine. In the 6 or so years that game was popular, I never heard a complaint about it, likely because everyone was already used to creating maps using imperial units.