level collapsed on top of other level, why?
Post Reply
Quote
Re: level collapsed on top of other level, why?
Posted by sir_frags on Sat Mar 17th at 5:45pm 2007


EDIT: deleted links..nvm





Quote
Re: level collapsed on top of other level, why?
Posted by reaper47 on Sat Mar 17th at 6:00pm 2007


meh, the links lead to text instead of downloadable files?

You can just show us the compile log. Chances are you have some convex brushes or other odd shapes that cause vbsp to go crazy during compiles.






Quote
Re: level collapsed on top of other level, why?
Posted by fishy on Sat Mar 17th at 6:47pm 2007


right click>save target as

IE always tries to open them as text files, as that's basically what they are. dunno about other browsers.

frags, I don't know what you've done with the 2nd floor, but it's not in the vmf. some 3d editing packages can union, or weld, seperate pieces, but hammer isn't one of them.




i eat paint



Quote
Re: level collapsed on top of other level, why?
Posted by sir_frags on Sat Mar 17th at 7:45pm 2007


CYA guys later.





Quote
Re: level collapsed on top of other level, why?
Posted by fishy on Sun Mar 18th at 12:51am 2007


the ramps are one brush each. the 'gap' is a transparent part of the texture, and has never been a real gap. like i said, hammer cannot weld two brushes together, either by design, or by accident.




i eat paint



Quote
Re: level collapsed on top of other level, why?
Posted by reaper47 on Sun Mar 18th at 12:11pm 2007


Use a higher grid (like 32 or 64 Units) and make sure every vertex (brush corner) is on the grid. Rotating brushes usually makes the corners off so using "vertex editing" carefully might be a better idea. Look at some default VMFs that come with the SDK and you'll see how carefully the brushes are aligned to clean 16, 32, 64, 128, 256 Units sizes.

Reasons for using a strictly aligned to grid geometry:


  • vbsp tries to "fill" unaligned polygon corners with additional polygons, thus creating more unnecessary geometry that causes your map to render slower (bad performance)
  • Not using the grid precisely can cause compile crashes and errors, it's more difficult to avoid leaks and it can even cause geometry to collapse in a strange way causing unwanted geometry.







Post Reply