Strange Inaccuracies With Irregular Shaped Brushes
Jedediah
Join Date: 2003-01-27 Member: 12847Members
I'm working on my first map and I just made the outer wall of a nice spherical room with windows. I used the vertex tool to create the latice work and windows. In worldcraft, all my vertices are snapped to a 4x4 grid and they match up perfect. I've checked and checked again and the room is airtight. However, when I test the map in-engine, there are all sorts of ugly gaps and inaccuracies. I've attached some screenshots to illustrate. Why is this happening and what can I do about it?
Sorry, I know this isn't exactly NS specific.
Sorry, I know this isn't exactly NS specific.
Comments
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=19602' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=19602</a>
if there is a plane that is not flat (convex or concarve) the compiler makes it flat by moving some verticles.
so it changes the objects shape.
example:
a cube, vertex manipulated so that the red face is no longer planar,flat ...
You need to add lines (blue) to split the comvex/concarve face into 2 flat faces, or the compiler will transform it strange.
there are always 2 solutions, one convex, one concarve. (or a manual vertex movement to make all faces flat)
thank you soso much
EDIT: hmm this is tricky.. when I cut the faces into triangles I end up with concave brushes and I don't think worldcraft has an easy way to split them along a non-axis-aligned plane. Also, faces that fit together have to be cut the same way so they match up.
it would be nice if I could create the room with proper angular geometry but I can't figure out how to do that in worldcraft.. it's a highly grid-based tool.
If you make 2 neighbour faces; both convex, theres a hole. - both concarve they stick into each other.
sometimes file converters have fixing routines for such, but most times you get the strangest 3d errors.
do not split any planar (!) quadrilaterals.. into triangles. just split the non planar.
The engine does not like 2 planar (and connected) triangles in one flat face.
if theres one you get a "complanar faces in..." error message. notice the brush number and coords and rebuild that object.
actually you can just split between vertices instead of faces.. so it's just click, click, ctrl-f
but it seems what I really need to do here is split the brushes along their vertices to eliminate concave brushes and faces.. but I don't know of any way to split brushes like that in worldcraft
another thing that would really help is to be able to snap vertices to other vertices on other brushes.. but as far as I can tell, WC will only snap to the grid
In HL mapping, that's an oxymoron.
YES.
YES. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Good, do I win a prize?
it was a colossal pain but I think it was worth it.. it's a nice room, even with no details added.
<b>Do you enjoy the dotty-shaddows like I do?</b>
to fix this make shaddows more detailes (let RAD take ages)
or...
*drumroll*
.. make that curved shaddow casting walls bigger. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Problem with filling it up with triangles is that it uses a <b>large number of planes</b> that you will never see ingame because they are in the void.
-> whole compiling takes a few milliseconds longer, you may get the max_map_planes limit earlier.
That's one of the things I did.. changed the arch angles to simple ratios like 3:2, 1:5 etc.. but I still ended up with invalid brushes in places where I had to connect two arch segments who's slope differed on two axes.
Another little problem I'm having is allowing the commander to see into the room. The windows are func_seethrough entities with 128 player alpha. Unfortunately, I have to make the opaque roof segments seethrough as well and that means they don't cast shadows.