Disabling automatic welding
This is something that I've been thinking about for a long time. Why isn't there an option to toggle this highly unreliable feature off? If I need or want to weld vertices, it should only be done when I manually command it to. Right now the Spark Editor acts entirely on its own, welding vertices, attempting to string triangulation together in places it shouldn't. The result is that I have to spend most of my effort avoiding using the Perspective view as intended. By allowing surfaces to keep their original vertices and edges, so that when I delete a surface its designated vertices and edges will be deleted along with it (instead of deleting other important edges and vertices, or leaving multiple vertices and edges in alignment), all of this time-consuming beating-around-the-bush work could be avoided, and I could instead actually focus on designing my map for once. What did I miss? Why does it <i>-have to-</i> automatically weld vertices together? What purpose does it have? I need to know that it has an important purpose other than annoying me. I know, this comes off as a whine-post, but I really need to understand this.. thing.. this, tyrant, spawn of satan, retarded cousin, torturer, stupid, I hate you, lol.
Comments
That's about the same time we'd see for NS1 maps. Granted hammer was ass to work with, but those maps were quite a bit simpler as well.
All it needs is Sketchup's grouping feature and a few small adjustments to be a great editor.
<!--quoteo(post=2026780:date=Nov 17 2012, 07:10 AM:name=Regn)--><div class='quotetop'>QUOTE (Regn @ Nov 17 2012, 07:10 AM) <a href="index.php?act=findpost&pid=2026780"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The result is that I have to spend most of my effort avoiding using the Perspective view as intended.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's surprising because I spend almost all my time in the perspective view.
Yes. Every single surface you create, you have to create and edit as a separate surface far out in the void, then move all the way back and fit to the rest of the project. This makes the job take twice if not three times as long than originally intended.
THEN, somehow, for some magical reason, this happens:
<img src="http://img15.imageshack.us/img15/1091/t4ers4ettg.jpg" border="0" class="linked-image" />
This is extremely impractical, inefficient, unnecessary. It is a step back in time instead of a step forward. Why has this surface welded itself when I have not ordered it to? Why can these vertices and edges be moved and deleted separately so that they can be duplicated repeatedly on existing vertices and edges?
<img src="http://img13.imageshack.us/img13/2975/dfsfdsfm.jpg" border="0" class="linked-image" />
This last image illustrates the #1 problem with Spark, that deleting a surface, edge or vertex does not delete the rest, that we can't see when there is more than one vertex in alignment, and that vertices weld themselves randomly and independently of human intention.
I always really liked that feature in blender. Kind of how you don't like vertex's being welded without you telling them to, I don't like vertexs being deleted without me telling them to.
Edges/vertices staying when you delete a face is a crucial part of how to model inside Spark. Here's an example.
If I want to make some rudimentary shape like this, I would draw lines on a square, then delete the two faces/edges/vertices, then extrude the middle.
<img src="http://imageshack.us/a/img827/986/97767091.png" border="0" class="linked-image" />
I would maybe start with this:
<img src="http://imageshack.us/a/img696/2543/81243357.png" border="0" class="linked-image" />
But your way would delete the shape like so? I don't see how this is useful.
<img src="http://imageshack.us/a/img577/5659/44298760.png" border="0" class="linked-image" />