half-way-invisible brushes...


(svenni) #1

Why does this crate get invisble on one side, making it transparent all the way through?


I see this some other places in the map as well…in my last compile it was perfect…but now it seems to be bugging big time… :disgust:
I haven’t searched the forum btw. Its too late now, and I really don’t know exactly what to search for…

I hope someone can help me…


(sock) #2

If you got a broken surfaces in your map, check the brushes creating them are not broken. Double check with a brush clean up first.

Sock
:moo:


(svenni) #3

ok…thanks…i think I’ll just copy one of the other crates which still are ok…do you know why this bug appears? So that I can prevent it from happening?


(Moonkey) #4

It happens when one of the faces gets messed up. Would happen through messy vertex editing mainly.


(svenni) #5

Wierd…the crate is just a simple brush with wood texture on all sides which has been rotaded (can the rotation have something to do with it?)

Btw. It is fixed now…I pressed the brush cleanup, nothing happened (it said that 0 bad or mirrored brushes were cleaned up)…but now another crate is bugged… :banghead:


(Machine for to kill) #6

rotation in non-axial (90 degrees) planes will always cause you problems. For an object as simple as a crate you should use drag edges, to make it seem like it is rotated, or use shear transformation by pressing ctrl and dragging in the 2D windows. If you use free rotate then make sure to snap the vertixes of your object to grid. This won’t fix all problems but it is better than leaving it the way it is. To snap, select a vertex or the whole object and press ctrl + G.


(SCDS_reyalP) #7

Uh no. There is nothing inherently wrong with non-axial brushwork.


(Machine for to kill) #8

Meaning rotating through an angle that is not a multiple of 90. Or using free rotate.


(duke'ku) #9

so you’re telling me i’m a dirty dirty boy if i don’t rotate by 90, 180, 360, 720, 1440, etc? :moo:


(Machine for to kill) #10

no, you can rotate them in other angles if you want but a lot of times the rotated brush will get distorted and not look the way you expect it.
check this thread also:
http://www.splashdamage.com/forums/viewtopic.php?t=4852&highlight=rotate


(Moonkey) #11

I got the same thing free rotating an object. Like Machine for to kill
said, it’s better to drag edges if possible.


(svenni) #12

ok…thanks…I will have to redo those crates then…


(redfella) #13

Just as long as your verteces lay on the grid. :wink:


(svenni) #14

So technically if the vertex is between two gridpoints it will ingame either be drawn on one of these points (making the crate look transformed or something) or just making the face be invisible?


(redfella) #15

Well, actually your verteces will snap to a gridpoint when you save and then re-open your map (before you even get in-game). I’m not sure what the tolerance is, but if I had to guess I would say it would be at grid 1. Therefore, if you have a vertex that is floating in space and is not snapped to either .25, .5, 1 (or above), than that vertex will automatically snap to grid 1.

You dont want verteces floating in space any way you cut it. Not only does it look bad in radiant AND in-game, but it may increase your compile time and adversly affect your vis-tables (depending on your build method). And yes, it may make faces invisible in-game.