Re: Should I use carve for this?
Posted by Nanodeath on
Sat Dec 11th 2004 at 3:13am
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I can't quite visualize what you're trying to do...but in most situations you can (and should) use the clip tool...maybe posting some pictures of some of the 2d views would help?
Re: Should I use carve for this?
Posted by Tracer Bullet on
Sat Dec 11th 2004 at 3:35am
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You can always use the clip tool. The main problem here is off-grid vertecies that will be created. Often times when you compile off-grid brushwork the floating point coordinates of those vertex locations will be rounded to a value the compiler can handle. In this case your architecture will be slightly displaced from where you wanted it. The results of the displacement vary from unnoticeable, to highly unsightly, and in addition can cause leaks if the problem occurs in hull architecture. ALWAYS map on the grid.
Re: Should I use carve for this?
Posted by Crono on
Sat Dec 11th 2004 at 3:36am
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The Clip Tool is Your Friend.
It's better to manually clip the object where you want the piece to begin and end. When carving you really have little control over that, not to mention you have to create a new object to cut out of the object you want to cut. Just clip, must easer, neater, and faster.
Oh, and I pray for your mapping soul. I fear you may be smited for admitting you use the carve tool.
Re: Should I use carve for this?
Posted by CPS on
Sat Dec 11th 2004 at 3:44am
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Crono, I have not used the carving tool :smile: I was seeing if it could be used for a situation like this, just experimenting. I will see what I can do with clip right now.
Re: Should I use carve for this?
Posted by CPS on
Sat Dec 11th 2004 at 4:09am
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I did not rotate the brushes using transform, I used vertex manipulation for the rotation in the first place :smile: And if I am correct, if you had the same consitency all the way through, it would only leave a few possible angles to use. I guess I will just accept it as not doable.
Re: Should I use carve for this?
Posted by Nanodeath on
Sat Dec 11th 2004 at 4:18am
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Lol, that's not what I meant. This IS doable. What I meant was adjust the vertices of the roof part near the building so they line up with the grid, and then go back to the other end of the roof and put it so those vertices are the same distance apart (height-wise) as the vertices at the end near the building.
Re: Should I use carve for this?
Posted by CPS on
Sat Dec 11th 2004 at 4:23am
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If I see what you are saying, that does not work because all the points in between are not on the grid. I have tried it before for another thing, but there is no way to get it to work with it all on the grid, unless you use only certain angles and distances.
Re: Should I use carve for this?
Posted by Tracer Bullet on
Sat Dec 11th 2004 at 4:25am
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The point of using the clip instead of the carve tool is that when you clip you choose where the brush gets split, and therefore are presumably aware of the off grid vertecies. NEVER leave the vertecies off-grid. It won't kill you, no one is going to hunt you down for doing it, but it does cause many otherwise avoidable errors and incredible headaches down the road.
Just use the vertex tool and adjust things back to the grid after clipping.
Re: Should I use carve for this?
Posted by CPS on
Sat Dec 11th 2004 at 4:32am
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I guess you guys do not see what I am saying, if you use the vertex manipulation to put the points back on the grid, then the two brushes do not slant the same. And yes I know that only the vertices have to be on the grid, I will try to make some pictures to explain it.
Re: Should I use carve for this?
Posted by Nanodeath on
Sat Dec 11th 2004 at 4:45am
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Yeah...between your post and your post before it had occurred to me that this was possible/likely...hopefully Tracer or someone has the answer :wink:
Re: Should I use carve for this?
Posted by Tracer Bullet on
Sat Dec 11th 2004 at 5:54am
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The solution is to clip both brushes. That way you can line them up very easily. This will obviously create a small perturbation in your roof line (or whatever you are making) but because the brushes line up you probably won't notice in game. Leaving the vertecies off grid is not a solution. It looks nicely lined up in the editor, but when you compile, those vertecies will be perturbed as I said. The result will be brushes that are NOT aligned and it will be an obvious aesthetic or even functional flaw.