Strange Problem With The Map File

OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">makes vis take forever (i think)</div> ok WHY the hell is this happening. I was doing a map compile and the vis was taking extraordinarily long so i decided to open the map file just to see if i maybe screwed something up. I found that my new pipe geometry was totally messed up like this. Why is this going on, i mean this doesn't happen in the rfm file. It's really wierd.

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    edited August 2003
    Generally, pipes' vertices aren't snapped to a 1-unit grid, so when VHE exports to the .map format they get screwed up (VHE's .map exporter only does integer values for vertices).

    You could do the following: Set the vertices to a 1-unit grid manually (using vertex manipulation), use hlfix for .map exporting, or use QuArK.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    ok that attachment didn't work... so i'll try again.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited August 2003
    so basically you can't make curved pipes in hammer? but really doesn't that look a bit random?

    [edit] where can i get hlfix?
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    you just have to make sure all the vertices are on the grid. If they aren't then they will be rounded to the nearest grid position, which can have bad results.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    but many of the vertices aren't even remotely close to the nearest grid positions in the map file. I'll guess i'll just have to abandon all this geometry (make right angled pipes instead).
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    you can make 45 degree angled pipes without too much difficulty. You won't be able to make them perfectly the same width as the rest of the pipe sections, but you can get close enough that no one will notice. Just set your grid to 1 unit and edit away.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    omg.... learn to use vertex manipulation, you cannot do this without it... use vertex manipulation, make that each pipe touches EXACTLY the other one(WITHOUT overlapping) and your problems should be gone..
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited August 2003
    .....<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?? i know how to use vertex manipulation that's not an issue...


    btw i'm using hammer 3.5 beta, oh yeah and the map file thats generated well the 'corrections' that are made are a bit random. The vertexes are moved slightly and not even snapped to grid.

    [edit] it's mainly happening to geometry that is already snapped to grid 1 units.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited August 2003
    To check if what is said above really is the problem, choose the smallest grid size possible(1 unit), select a pipe and select vertex manipulation tool. Zoom in and see if every vertex is aligned with the grid(coincides with where 2 perpendicular grid lines intersect, I'm not good at explaining this, hope you understand...). Do this from at least 2 different viewports, then you can be assured that the vertices are on a "whole"(integer) coordinate.

    If a vertex is out of alignment with the grid, use the vertex manipulation tool to put it right. When working with a surface that has 4 vertices or more be sure they are all in the same plane or you will get compilation errors and the compilation will be halted.

    World brushes should not overlap. You can use gl_wireframe 1 and 2 to better see the polygons in game. If 2 brushes overlap you will generally see a horrid mess where they intersect. World brushes like your pipes may safely intersect(touch) each other as long as all the vertices are lined up, a pipe touching a wall would be a bad idea though since the wall gets split up in lots of irregular pieces.

    edit: OMG starting a post with 2 spelling errors in the begining of the first sentence is teh crapz0rz
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Maybe it is BECUASE Hammer uses Vertices and not plane definitions like the .map file? For complex things like these I would not waste my time doing it in Hammer anyway. QuArK has a path extruder so you can set up a shape and drag it along a path. (For example a six sided prism can be extruded on a path to shape a pipe)
    I also never noticed glitches like this one when using QuArK.
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