Brushes "breaking up" when vertex editing


(Flippy) #1

Hey…
i was just wondering if there was anyway to avoid this stupid bug (i think its a bug anyway lol) in radiant 1.4? ( i dunno if its also in 1.5)

I mean when you have for example 3 rectangular brushes on top of eachother and select them simultaneosly, and then press V to vertex edit… when you move the vertices too far, the brushes break up and there are floating vertices in space without any brush atached… i suppose this gives problems in ET so i always avoid it by simply not going too far away from the brush…

a picture to make it clear what i mean:

and a close-up:

so is there anyway to avoid this? it’s very annoying sometimes when i try to make caves or whatever…

btw i know the example is a bit extreme, but it happens with much less “stretching” too…


(DAbell) #2

Flippy

Not sure if this is the method you have been following for creating your rockwalls, if so ignore me but if not this is the best tutorial about how to create random cave walls.

http://simland.planetquake.gamespy.com/pages/articles/rockwall1_1.htm

and this one

http://simland.planetquake.gamespy.com/pages/articles/rockdetail1_1.htm

and this one

http://simland.planetquake.gamespy.com/pages/articles/phongshading1.htm

They are very useful, check it.

<DJ>


(kamikazee) #3

This is a common bug. You could avoid it by using the edge tool, or restricting the movement to 1 axis. To restrict your movements, click the square ‘X’, ‘Y’ or ‘Z’ buttons in the toolbar.


(]UBC[ McNite) #4

I wouldn’t call it a bug, but Kami is right: you need to freeze 2 of 3 dimensions to do clean V-editing. So if you want to make terrain, most of the time you ll want to freeze X and Y axis, and move the vertices up/down on Z. If you want to move edges of triangles in X or Y direction, I recommend freezing Z and using Edge editing, cuz its much faster compared to V-editing for that purpose.
Also whenever you press V and there are more green dots than there should be, use the Brush Cleanup before you go on.

edit: ok I had to look up what rectangular means… its square brushes. They are not good for vertex editing. ALWAYS cut them into triangles of your desired size. You ll avoid a lot of trouble.


(Shaderman) #5

I’d say you don’t have to work with triangles if you don’t try to make complex shapes. I think it’s ok to work with rectangular brushes for walls whereas you’d want to use triangular brushes for terrain to get an uneven and natural look.


(carnage) #6

cuttin into triangles is the easiest way but when wanting to make say a cliff wall each square (two traiangles) has two ways to be cut. but pre determining the cut you dont nesaserialy get the best shape when the vertices are edited

this then makes it a pain in the arse to flip the trianlges since there is only a tool to flip triangles on xy axis

i dont know why this is but when i do this if i copy a set of cube brushes that have not been edited then more then into place and start vertex editing 98% of the time they will work without any problem and will automatical change the way they spli into triangles. if the map is saved then they stop auto spliting and wont change the spli direction without manual cutting

somehow saving the map seems to make the brushwork a lot more difficualt to work with. this is abvoiusly very poor since not saving to map leads to a relay nice problem of losing work

ok i dont think i made a lot of sence in that… but what the hell… dont supose anyone would like to modify the triangle flip tool to automaticaly work on the axis in the 2d view window?


(]UBC[ McNite) #7

since there is only a tool to flip triangles on xy axis

I use the x-axis flip (or any other axis) for that. The flip-terrain-tool for the triangles screwed up for me too often. Also while I started out with (hand-cut) triangles for Warbell, I m editing them all to adjust them to a good terrain shape. Not many of them are 2 similiar sized triangles by now cuz you get a far better shape when you leave the simple 2-triangles-make-1-square layout.


(carnage) #8

I use the x-axis flip (or any other axis) for that
:bash: omg why didnt i think of that :bash:

that isnt quite the same as the flip terrain tool though since the terrain tool automaticaly sorts out the loose vertices as well witch can be a pain and very boring

one thing i have found is that if you dont split up into triangles there are spawrklines in the game even if in the editor the brushes are find. tried using brush cleanup and everyhting not effect


(Graham) #9

Brush cleaup is your friend.