How Do I Eliminate These "cracks"?
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The ModFather Join Date: 2002-11-09 Member: 7956Members
After carving my hole and installing the glass, I noticed (in-game only) these cracks in the texture. How do I get rid of them?
Comments
You get those things because your hammer(.rmf) file uses floating point coordinates, while bsp uses fixed(integer) coords...
This makes for improper rounding of coords...and creates these 1 unit differences...
You get those things because your hammer(.rmf) file uses floating point coordinates, while bsp uses fixed(integer) coords...
This makes for improper rounding of coords...and creates these 1 unit differences... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's what I meant <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
This makes for improper rounding of coords...and creates these 1 unit differences...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually it's the other way around, but the solution is still the same. Hammer can't properly export .map files with floating point coordinates and therefore has to round vertices to the nearest on-grid value.
QuArK on the other hand does fully support floating point coordinates internally and if abovementioned carve operation would've been done in QuArK, it would've produced a perfect fit.
The compile tools will happily accept floating point coordinates and write a good .bsp file with them (ZHLT, not the default Q* tools).
y does everyone say this, the carve tool is a fine tool to use, aslong as u clean it up afterwards, to get ur circular cut, carve it by all means, but then take a few mins to clean it up.
Also, your example is far from optimal. Remember polygons work in triangles, so a polygon with 4 sides, as you used, requires 2 triangles each.
Attached are two better versions.
The first is what QuArK automatically generates after a carve operation, and although already nearly optimal is not suitable for Hammer users, since it requires floating point coordinates. Also, seen from the sides there are a few unnecesery polygons.
The right example uses the fewest polygons and doesn't have off-grid vertices, making it a legal structute for Hammer users. It has got 16 instead of 28 visible triangles from the front. Also from the sides it gives better performance.
<span style='font-size:21pt;line-height:100%'>NEVER EVER CARVE!</span>
create your brushes with the vertex manipultaion tool, that might seem a waste of time at first, but you will soon see the advantage of having 100% control of where brushes fit together.
Lt. Gravity
Also, your example is far from optimal. Remember polygons work in triangles, so a polygon with 4 sides, as you used, requires 2 triangles each.
Attached are two better versions.
The first is what QuArK automatically generates after a carve operation, and although already nearly optimal is not suitable for Hammer users, since it requires floating point coordinates. Also, seen from the sides there are a few unnecesery polygons.
The right example uses the fewest polygons and doesn't have off-grid vertices, making it a legal structute for Hammer users. It has got 16 instead of 28 visible triangles from the front. Also from the sides it gives better performance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
it will affect ur planes more than the one i showed tho
anyhoo this arguement cud go on all day use whatever fits the situation better
>_>
<_<
What? It works!
If any qualified mappers are interested in teaching a class on this view <a href='http://www.unknownworlds.com/forums/index.php?showtopic=81142' target='_blank'>this topic</a>.
Off topic a bit, but is Quark better than Hammer because of the floating point? Or is it a matter of Quark doing some things better, while Hammer does other things better?
Nem
Quark is not old and outdated, WC is simplistic, Quark and my prefered editor (GtkRadiant) have more advanced features and both are better than hammer.
Radiant uses floating points too.
Quark is not old and outdated, WC is simplistic, Quark and my prefered editor (GtkRadiant) have more advanced features and both are better than hammer.
Radiant uses floating points too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i rest my case =]