level collapsed on top of other level, why?

level collapsed on top of other level, why?

Re: level collapsed on top of other level, why? Posted by sir_frags on Sat Mar 17th 2007 at 5:45pm
sir_frags
3 posts
Posted 2007-03-17 5:45pm
3 posts 0 snarkmarks Registered: Mar 17th 2007
EDIT: deleted links..nvm
Re: level collapsed on top of other level, why? Posted by reaper47 on Sat Mar 17th 2007 at 6:00pm
reaper47
2827 posts
Posted 2007-03-17 6:00pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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.
Why snark works.
Re: level collapsed on top of other level, why? Posted by fishy on Sat Mar 17th 2007 at 6:47pm
fishy
2623 posts
Posted 2007-03-17 6:47pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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
Re: level collapsed on top of other level, why? Posted by sir_frags on Sat Mar 17th 2007 at 7:45pm
sir_frags
3 posts
Posted 2007-03-17 7:45pm
3 posts 0 snarkmarks Registered: Mar 17th 2007
CYA guys later.
Re: level collapsed on top of other level, why? Posted by fishy on Sun Mar 18th 2007 at 12:51am
fishy
2623 posts
Posted 2007-03-18 12:51am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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
Re: level collapsed on top of other level, why? Posted by reaper47 on Sun Mar 18th 2007 at 12:11pm
reaper47
2827 posts
Posted 2007-03-18 12:11pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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.

Why snark works.