Disabling automatic welding

RegnRegn Join Date: 2012-11-01 Member: 165335Members
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

  • DementeiDementei Join Date: 2012-11-12 Member: 169757Members
    I feel your pain, I hope for the option of disabling automatic vertices welding. For fun I like to string a bunch of objects together on one vertex and just move it all at once it's pretty hilarious to see what happens.. but anyway it would be nice to not have to deal with this bothersome feature. I also wish we could select our objects individually, like a double click should select entire face, lines, vertices for that one object and that would occur if the automatic welding is disabled anyway.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    edited November 2012
    Aye. There are a metric crap-ton of things that need to be fixed with all the tools. Imo, making NS2 maps should not take as long as it does. The fact that most of the now playable maps have about 18 months of time in them, screams that the Editor needs a vast amount of improvements.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2026959:date=Nov 17 2012, 12:56 PM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Nov 17 2012, 12:56 PM) <a href="index.php?act=findpost&pid=2026959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aye. There are a metric crap-ton of things that need to be fixed with all the tools. Imo, making NS2 maps should not take as long as it does. The fact that most of the now playable maps have about 18 months of time in them, screams that the Editor needs a vast amount of improvements.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited November 2012
    I guess you already know that modelling things in the void allows them to remain seperate objects, so double-clicking its face will select only that object and its edges/vertices.

    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.
  • RegnRegn Join Date: 2012-11-01 Member: 165335Members
    edited November 2012
    <!--quoteo(post=2028188:date=Nov 18 2012, 03:15 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Nov 18 2012, 03:15 PM) <a href="index.php?act=findpost&pid=2028188"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess you already know that modelling things in the void allows them to remain seperate objects, so double-clicking its face will select only that object and its edges/vertices.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2028679:date=Nov 19 2012, 06:35 AM:name=Regn)--><div class='quotetop'>QUOTE (Regn @ Nov 19 2012, 06:35 AM) <a href="index.php?act=findpost&pid=2028679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited November 2012
    I don't get the problem in the example images there. The first image looks like the selected face is not welded. I have never seen any seperate object (created in the void) welding without me telling it too.

    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" />
  • RegnRegn Join Date: 2012-11-01 Member: 165335Members
    edited November 2012
    Never mind, I'm not here to convince anyone. If it works for you, then good for you. I can't work with it, though.
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