Edges Displaced


(denizsi) #1

http://beyincik.host.sk/exiled/edges.jpg

If you get an Unauthorized msg, try again, it happens sometimes.

On the upper part, it’s the fresh new brush I made, a part of an ascending hill. Everything is perfect 'till 2nd part.

Here I select the brush and click on a texture and see what happens with that edge. Before doing that, that corner where edges meet there are exactly only 2 edges, one up, one down. When I select a texture for brush, it becomes 4 edges. And this drives me crazy for it screws everything when I try to modify things later…

Also, is it normal that everytime you load a map, some of the edges are slightly misplaced, even though you’ve done everything grid by grid (with grid size no smaller than 1), or is it just radiant screws with me ?


([rD]MrPink) #2

All I get is unauthorized messages, no matter how many times I click it.


(Fusen) #3

you need to click it then refresh the page and it shows


Michigan dispensary


(damocles) #4

I’m gonna hazard a guess here - you took the two tringle brushes forming the square and rotated them.

As nice as rotation can be, it kinda has to be the last operation you ever do on the brush :confused: The problem is that when grid snap is on (which it should be always if you want well made maps) the rotated vertices will try abd lock to the grid points. Even if you turn off gridsnap to rotate then turn it back on again - the moment you select the brush radiant decides it’s vertices are screwy and tries to lock them to the nearest grid point.

The best bet is to use a small grid factor of 1 or 0.5 and rotate. You will still end up with artifacts like you have but they will be smaller.

Even better than that though - don’t rotate at all. Use clipper tools and edge editing to make the funny angles. It’s a much cleaner, more effective and less buggy method.


(weasel) #5

You should never free rotate. If you want it at an angle, export to ASE and import it as a misc_model. Then set the angles key to what you want. Search the forum and you will find plenty of information of exporting ASEs.


(G0-Gerbil) #6

Are you SURE sure you have snap to grid on?
Seeing the grid does not automatically mean snapping is on?
Do a test, put the grid to highest setting and create a brush - it should snap immediately. If it doesn’t, check your options.

If your options are correct in the menu but it’s not snapping then you may have to edit your config file - I recall someone had this problem, radiant said snap-to was on but it wasn’t really, and their map became a mess as a result, with many a weird result.


(denizsi) #7

snap grid on
grid size: 1
no rotation at all
no 2 triangle brushes to form the surface
it’s one cubic brush, but when I give it an angle by dragging its edges (using V, edge by edge, doing nothing wrong), it’s surfaces are transformed into triangles, but it’s still one cubic brush.

the strange thing is, this sometimes happens, and sometimes not. I’m not doing anything different. I’m not sure but I think it has some connection with which edge you drag first. For example, I drag edge no:1 but it won’t go anywhere aftersome point, no matter how far I try to drag it, and that brush will turn into one of those, forgot the name, which become invisible and looks higher then map map height on the height screen. But if I drag the edge no:2 first, it WILL go anywhere I drag it to, and only after that, edge no:1 will cause no problem. (none of the interior angles between surfaces of brush exceed 179° in this example, so it’s just one weird thing)


(G0-Gerbil) #8

Ah… you are using the vertex manipulation tool - strange things can happen, most obvious of which is what you are experiencing.
It’s safer to use the ‘E’ key - edge manipulation tool in these circumstances, this won’t split a face into it’s component triangles.

Anyway, assuming you now use the E key or that V was a typo and you meant E anyway, here’s the deal:

Brushes must be convex. What this means in practice is that they cannot have dips in them. Vertex and edge manipulation will prevent this happening (it’s physically impossible in radiant to create an incorrect brush this way). But if you get to the point where radiant has to take over and stop this happening, it’ll do funny things.

If you want to drag an edge in a direction it won’t go, it usually means you need to drag another edge out to allow the first one to continue. Although there’s a ‘simple’ theory behind what edges should be moved, it’s pretty hard to explain in text, so simple trial and error should be easy enough.

Also, sometimes I’ve found a face split into two triangles in the same plane. Often I find that applying a texture to the whole face will merge these two faces back into one, might be worth a try.


(denizsi) #9

thanks, but E screws even worse, if I move on edge using E, the other edges will change place (even though all edges are matched on grid)
Anyway, I found the solution in splitting all those brushes in half and make actual triangle brushes after losing the edge (of my mind). But I’m still happy to be creating terrain manually.

Thanks for help everyone.