#12733 posted by
necros on 2015/10/18 19:34:05
vertex being on grid has nothing to do with it.
the plane described by those vertices cannot be represented by an integer, this is the source of the problem.
try using other shapes like fifth is suggesting, also try splitting that square shape into 2 tri faces. (eg: turn 1 brush into 2 brushes each representing half the face).
#12734 posted by
PuLSaR on 2015/10/18 19:35:38
necros: I use jackhammer and updated version of aguire's txqbsp.
fifth: Yep, that was the idea I got. I'll try it when I get home.
It's funny that such ideas come not when you're making the actual part, but when you share it.
Impressive
#12736 posted by
JPL on 2015/10/18 19:45:56
Making curvy corridors are always difficult. I tried once but gave up after some time, so well: you made it right, keep it up !
#12737 posted by
Kinn on 2015/10/18 19:59:22
Worldcraft/Hammer for some reason lets you use vertex editing to create bullshit impossible brushes that you only notice when your bsp is full of cracks. Primary reason I stopped using Hammer tbh.
#12738 posted by
Rick on 2015/10/18 21:18:32
To make curvy things in Quake, it's best to stick with triangles (triangular pyramids in this case).
http://quaketastic.com/files/screen_shots/jam66601.jpg
Sorry If I Sounded Assholish.
#12742 posted by
mfx on 2015/10/18 21:55:24
I would just expand the brushes, Pulsar, to close that gap. I wouldnt care too much about intersecting stuff, the compiler works it out in the end.
Unless, of course you want a dibblydeedobbledoo super clean map file, but basically you search for integer solutions for diophantic equations with those curves being snapped to grid.
Ermm yeah, this wont work(as far as my tiny knowledge of this topic is correct..)
Oh And Of Course That Shot Looks Ace As Hell, Even With Those Gaps!
#12743 posted by
mfx on 2015/10/18 21:57:23
Thats what i wanted to say in the first place!
Quad Post!
#12744 posted by
Rick on 2015/10/18 22:10:30
My steps actually curve, the tops are not flat (the corners are not co-planar). Every face on the steps is a separate brush face, not created by BSP chopping up rectangles.
It compiles error and warning free. Also, it was a real pain in the ass to construct.
I left it in my Jam 6 map if anybody wants to look, but I didn't use it because it has serious clipping issues.
I Would Ignore Mfx
cause he's one of those fel-wizard mappers who uses unholy incantations to appease the BSP eldritch-gods.
You have no idea how many babies he's consumed just to get his foul maps to compile.
Pulsar
#12747 posted by
madfox on 2015/10/19 01:02:55
I think it is a great map piece!
After all the wrenchtalk I even haven't the nerve to enter it.
Heep! There's a geek on my wall cheek,
I wish I didn't seek the freak when I was the innocent mapper
on cripple creek!.
Ignore Madfox At Your Peril
#12751 posted by
ijed on 2015/10/19 11:57:21
How Does One Take Those Grey Textureless Screenshots
like in #12738 and #12739 and on ericw's light tools page?
Also gaaah, need to get back to mapping. Stupid life, always getting in the way.
#12756 posted by
- on 2015/10/19 19:18:26
r_lightmap 1 in quakespasm/fitzquake
Cool, Thanks, Scampie!
Also, PuLSaR, I think that looks great, vertex issues or not.