Posted by beguiledfoil on Thu Feb 24th at 9:42pm 2005
Posted by Myrk- on Thu Feb 24th at 9:43pm 2005
The smallest grid size is the smallest HL1/HL2 can handle. No exceptions apart from with models that need to be made out of hammer editor.
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Posted by beguiledfoil on Thu Feb 24th at 9:47pm 2005
Posted by Static88 on Thu Feb 24th at 9:56pm 2005
This is just a shot in the dark, but try using vertex manipulation on a brush that's made one grid thick. Will it let you merge vertices? Just a thought.
[addsig]Posted by RaPtoR on Thu Feb 24th at 10:14pm 2005
Wrong, its possible to make really small brushes.
If you want to make something small, make it four times larger than it's supposed to be and then transform (CTRL+M) the object and scale it down (to 0.25).
Don't make brushes too small though, since that will count as a micro-brush error.
Oh yeah, it's also very difficult to move small brushes around since they are placed edge-to-edge with the grabed side and the grid. You can use the "move" function in the "transform" window if you want to be more precise.
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Posted by Myrk- on Thu Feb 24th at 10:20pm 2005
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Posted by RaPtoR on Thu Feb 24th at 10:27pm 2005
How strange, the panel on this screenshot (the little one, glowing cyan to the left) is made out of a couple of brushes that i scaled down. Its 0.5 inches wide, (i made it before i knew anything about models
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Posted by omegaslayer on Thu Feb 24th at 10:53pm 2005
Dont rely on decompiled maps for brushes, the only reason you do it is to see how valve did something with entities, not brush work, because the decompiler isnt perfected yet, and honestly you can never get a true honest decompile that wil have perfect anything.
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Posted by beguiledfoil on Fri Feb 25th at 12:07am 2005
I'd considered this.. that the brush thickness was just a result of an "error" in the decompiler, or more accurately, the result of compiling, but I can't figure out how this would get changed.
I'm going to try the ctrl+m idea, that seems like an excellent suggestion. Thanks for the help, guys.
edit: Yeup, the scaling of the depth worked out great, thanks a ton! And thanks for the specifics about when not to use it Lep, I'll try and keep my brushes larger than 1 cubic unit (hopefully that won't be too hard
)
Posted by Leperous on Fri Feb 25th at 12:19am 2005
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Posted by Gwil on Fri Feb 25th at 12:37am 2005
Try also making a brush 1 unit thick, then translating it whilst holding alt to take it off the snap lines.
Why you'd need a brush less than one unit thick is beyond me, though. [addsig]
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Posted by beguiledfoil on Fri Feb 25th at 12:41am 2005
Actually, gwil, the editor won't let you use the alt dealy to make a brush smaller than the smallest grid size. Moving it once they're smaller does get tricky, as someone mentioned, and holding alt will sometimes (this is inconsistent for some reason) allow you to move the brush around.
As for my reason: I needed to make a panel of glass small enough to fit within the "bars" model used in the wasteland/car parts of HL 2. One unit thick resulted in faint, but visible z-fighting.
Posted by DrGlass on Fri Feb 25th at 9:10am 2005
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