Out of no where, when I free rotate and move a brush… one end of the brush get’s slightly smaller while the other end get’s equally wider, creating an uneeded trapazoid…
Anyone else have this problem?
:banghead:
Out of no where, when I free rotate and move a brush… one end of the brush get’s slightly smaller while the other end get’s equally wider, creating an uneeded trapazoid…
Anyone else have this problem?
:banghead:
Yeah, rotating brushes in radiant is awful. There are two workaround:
If you absolutely must rotate an actual brush, turn off “snap to grid” in the grid menu before you do so. Then you can arbitrarily rotate it to your heart’s content. After you rotate it, you can turn grid-snap back on–but keep in mind that if you even so much as touch this rotated brush after you turn grid-snap back on, it will become the mutated trapezoid you hate so much.
A better solution, if you have a whole building or something that you need to rotate some amount besides 90 degrees is to make that building into a .ase model… search the forums for “q3map2 convert ase” and you’ll find a few threads about how to do this. Then you can bring your .ase in as a misc_model and give it whatever “angle” or “angles” key you need to.
It will become a mutated trapezoid when you exit and re-open the map as well. So, in other words, it will always snap to grid no matter what you do.
The best workaround (imo) is to simply use the clipper tool (x) to create non-axial brushes.
avoid using free rotate…if you want to rotate just a single brush you’re much better off using drag edges to transform the brush. I’ve used edge dragging plenty and it works out pretty well for this kind of purpose. If you’re trying to rotate multiple brushes (a table for example) then use drag edges for the large and most visible parts (tabletop) and use rotate for smaller things (like the legs)
Hey. Show me/ us this set of brushes. Mayby I can make ASE for you. This is pretty ease 
I’ll probably end up doing the clip idea. I’ve been dragging edges so I guess I’ll stick to that.
Damn these trapazoids to eternity!
But only if you turn snap to grid back on. If you turn it off, do your rotation and save the map as the very last thing you do before compile, you’ll end up with a “successful” rotation. It’s a gargantuan pain in the ass compared to the relatively minute payoff, but it does get the job done.
I always find the selection->rotate->arbitary rotation menu thingy does a much better job. Free rotation is a one way street to cockupville. The arbitrary rotation thing uses a degrees amount and seems ot be much more reliable, it’s just a bit of a pain getting the right degrees amount.
hmmm, I didnt know that. Either way though, its still easier to just avoid free rotate in the first place. 
“Arbitrary rotation” is the thing I was talking about. I didn’t even know there was a “free rotate” in Radiant ;^)
In any case, you can still get the cocked-up trapezoid result from using the arbitrary rotation menu option and choosing a degree amount that isn’t in 90 degree incriments (45 degree incriments are ok, sometimes, but they can still screw some brush alignments up). Try selecting a huge func_group, say an entire building or something, and using the arbitrary rotation menu choice to rotate it 38 degrees–you’ll wind up with some very mal-aligned brushwork. If you turn snap-to-grid off, however, you can keep the brushes aligned properly.