Distorted Geometry
Ryoken
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?
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
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-->
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-->
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.
Any ideas?
Also, are my objects snapping to the grid if i hit [ the max number of times to make it the smallest grid possible?
Then again i just switched to the new Hammer Beta....
As far as I know, yes.
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.
If you mean use HLFix with BC, I think he's already tried HLFix manually.
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.
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.