Distorted Geometry

RyokenRyoken Join Date: 2004-03-08 Member: 27223Members
<div class="IPBDescription">Need help, picture included.</div> First post here, so please let me know if I'm stepping on any toes ( or rules )!

I made something of a ring that I plan on using for entry ways, and it looks like the small picture with the marine standing in front of it. However, once I load the map up into NS, I find the geometry has been distorted ( though in a strangly rotated pattern ).

I opened the .map file in a map viewer, and still saw distortion, so I'm led to believe it happens once I export the .map file from hammer.

Anyone able to help?

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Indeed. The problem here, is that whenever you export to .map, Hammer automatically rounds all vertices to stay on the grid. So if you have a vertice at (-27.4,1030.9991,-674.5) it would be (-27,1030,-674) in the .map. I think you could use hlfix to export to .map without it rounding, though I'm not sure. Best way to fix is to make sure your vertices are on-grid I guess.

    Btw, your sig is too big. 400x75 is max. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited March 2004
    <!--QuoteBegin-Ryoken+Mar 8 2004, 09:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryoken @ Mar 8 2004, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I opened the .map file in a map viewer, and still saw distortion, so I'm led to believe it happens once I export the .map file from hammer.

    Anyone able to help? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The best thing to do is recreate the geometry so that every vertex is on the one unit grid; this will prevent in-editor errors dealing with movement and rotation in addition to the export problems you've experienced.

    If you'd rather keep the current brushwork, there is an alternate exporter that does a better job of keeping the original shape of your geometry available here:

    <a href='http://extension.ws/hlfix/' target='_blank'>HLFix</a>

    EDIT: and I'm acting like an echo again... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • RyokenRyoken Join Date: 2004-03-08 Member: 27223Members
    Alright, thanks, I'll fix both of them!

    That's realy going to suck though, since I made it into a prefab... now I'm going to have to do it by paw every time.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    If you just fix the vertices by snapping them to the grid then i don't see why you shouldn't be able to copy paste the gemometry.
  • RyokenRyoken Join Date: 2004-03-08 Member: 27223Members
    Ok, I just tried HLFIX, and there was no change... I thought about it for a while, and then realized it all sounded very strange, since I _did_ use snap to make it, and on a relatively large grid too. So... everything's on a whole number, and nothing is out of place.

    Any ideas?
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Are you sure they're valid brushes? Some of them (particularly around the top) look like they've had their vertices moved so they're not all in the same plane. If this has happened, then the brush will appear distorted when you export to .map format (since .map requires all faces be valid planes). Does Hammer's "Check for problems" dialog show anything related to invalid solids?
  • menohackmenohack Join Date: 2004-02-29 Member: 26995Members
    i have the same problem this guy has, and i got hlfix included in my custom batch compiler. But when i run the batch compiler it doesnt fix them. I'm running the batch compiler from the .map file, if thats a problem. If it is, how do i run it from the rmf using the BC?

    Also, are my objects snapping to the grid if i hit [ the max number of times to make it the smallest grid possible?
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    i've seen this... i put a cc on a cylinder pedistol, and then tried to make brushes around it bevel from the floor to the edge of the pedistol.... it always FUBAR'd my vertexes... i'd delete and re-create the brush with no success...I ended up deleting the brushes.

    Then again i just switched to the new Hammer Beta....
  • menohackmenohack Join Date: 2004-02-29 Member: 26995Members
    im using the new hammar beta <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • RyokenRyoken Join Date: 2004-03-08 Member: 27223Members
    I also made this into a prefab... would that affect it? It's the original size as the original ring, though. I even tried removing the prefab and keeping the original though, so I dunno.
  • RyokenRyoken Join Date: 2004-03-08 Member: 27223Members
    <!--QuoteBegin-menohack+Mar 10 2004, 03:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (menohack @ Mar 10 2004, 03:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, are my objects snapping to the grid if i hit [ the max number of times to make it the smallest grid possible? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    As far as I know, yes.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Ryoken+Mar 10 2004, 07:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryoken @ Mar 10 2004, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-menohack+Mar 10 2004, 03:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (menohack @ Mar 10 2004, 03:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, are my objects snapping to the grid if i hit [ the max number of times to make it the smallest grid possible? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    As far as I know, yes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you use rotation by amounts other than 90-180-270 degrees or the clipping tool, the results won't snap to the grid. Vertex manipulation should snap to whatever grid setting you are using, but can cause other problems that lead to distortion in game, such as concave brushes. If any brush is concave, parts of it will be cut out of the final result due to the way the .map format stores brushes.

    If you can draw a line segment in 3D space that starts in the brush, moves out of it, and then passes back into it, the brush is concave.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Run BC on the RMF not the MAP file <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-[watch.me.die]+Mar 11 2004, 04:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Mar 11 2004, 04:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Run BC on the RMF not the MAP file <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you mean use HLFix with BC, I think he's already tried HLFix manually.
  • menohackmenohack Join Date: 2004-02-29 Member: 26995Members
    yes i put hlfix in the BC and ran the .rmf and it still created leaks. But I understand what you mean. Does this mean that 1337 mappers dont use the clipping tool? it seems to be the easiest thing for me.

    I use vertex manipulation sometimes and i cant get 2 objects to meet perfectly (like moving 1 verteci onto another)

    im just wondering what every1 else uses.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-menohack+Mar 11 2004, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (menohack @ Mar 11 2004, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes i put hlfix in the BC and ran the .rmf and it still created leaks. But I understand what you mean. Does this mean that 1337 mappers dont use the clipping tool? it seems to be the easiest thing for me.

    I use vertex manipulation sometimes and i cant get 2 objects to meet perfectly (like moving 1 verteci onto another)

    im just wondering what every1 else uses. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I still use clipping, but I usually count the units along each axis to make sure that the angles are easily divisible by smaller units so that I know that the resulting faces lie along the grid -- they aren't snapped to the grid, but should be OK anyway.

    For instance, when I want a 60 degree angle, I usually stick with a 4 unit over, 7 up pattern and only build brushes that are multiples of 7 units tall along that edge to make sure that I don't have any issues.
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