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Old 07-15-2006, 03:52 PM   #1
o_imbrifer
 
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Vertex Jumping

So in the last couple months (since the ugly update for Source SDK) I've had the problem where I'll make maps with nicely aligned verticies, but when I load the map again the verticies are all screwed up. Misaligned and such - especially on circular architecture.

Anyone else having this problem?

Is there any way around it besides awaiting an apparently non-existent patch?
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Old 07-15-2006, 06:13 PM   #2
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I think this is caused from having invalid brushes. Once you save, quit, and open up Hammer again, it'll fix them to make them "valid."

At least I *think* this is what's going on, I might be wrong though.
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Old 07-15-2006, 06:59 PM   #3
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The problem-checking thing doesn't say they are invalid. Could be, I suppose. I'll see if it compiles without issues once I get to that point.
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Old 07-16-2006, 12:13 AM   #4
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It's just hammer hating you. It happens to us all.

Triangulate your geometry as best you can and it will stop this happening (it's very hard to make an invalid brush that only has 3 or 4 faces).
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Old 07-16-2006, 07:12 AM   #5
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Tying the offending geometry to func_brush or func_detail sometimes helps too.
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Old 07-17-2006, 01:31 AM   #6
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Quote:
Originally Posted by Defrag
It's just hammer hating you. It happens to us all.
too true

Quote:
Triangulate your geometry as best you can and it will stop this happening (it's very hard to make an invalid brush that only has 3 or 4 faces).
it's very hard, even impossible, to make any brush with 3 faces, but i've messed up plenty that had 4.
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Old 07-17-2006, 10:47 AM   #7
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Yeah I was trying to visualise it in my head when typing that. I think I went one side too few
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Old 07-17-2006, 07:19 PM   #8
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thx imbrifer, ff badlands has the same problem, those lighting problems with the displacements were caused by the verticles that were moved 0.01254 units along the x-axis, and 0.1678 along the y-axis, and 1.147 along the z axis , so if you select and move a brush that one wile be aligned to the grid so, not with the movement of 0,.... units :s

(open the vmf in notepad and look at their coordinates)
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Old 07-17-2006, 08:18 PM   #9
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What I've gathered is that you can adjust all of the damn vertexes back to where they are supposed to be, compile and run the thing. If all of them are in place when you compile, they end up in place in the game. Is this correct?

If not, then I have no idea how I'm going to finish a couple maps I'm working on.
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Old 07-18-2006, 10:13 AM   #10
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like I said, triangulate your brushwork. It fixes most of this stuff.
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