i call bullcrap
<div class="IPBDescription">vertices</div>i call total bullcrap on the editor preserving exact vertice coordinates of complex geometery as well as ordinary geometery. snap is on. while cloning geometery the polygon or face or whatever you want to call it does absolutely not stay the same. i find myself constantly going back to fix the same thing i just fixed an hour ago or after i save and close the editor, more like it crashes on me but whatevs.
and yes, i am building all of the faces away from any other geometery so that it does not get tied to existing faces.
all i am doing is building a small ready room to familiarize myself with the editor.. and i just cant seem to get anything squared up at all !! how in the heck you guys make whole levels without blowing all your fuses is really beyond me.
under normal circumstance i would completely uninstall the game due to the amount of frustration it is causing me. this is ns2 though, and i wont allow myself to do that.
not really asking for help here just ranting. i know other people out there have/are experiencing the same thing.
thanks for reading,
last_
and yes, i am building all of the faces away from any other geometery so that it does not get tied to existing faces.
all i am doing is building a small ready room to familiarize myself with the editor.. and i just cant seem to get anything squared up at all !! how in the heck you guys make whole levels without blowing all your fuses is really beyond me.
under normal circumstance i would completely uninstall the game due to the amount of frustration it is causing me. this is ns2 though, and i wont allow myself to do that.
not really asking for help here just ranting. i know other people out there have/are experiencing the same thing.
thanks for reading,
last_
Comments
In what way does it change?
If geometry becomes misaligned from the grid after cloning or moving its usually because the editor is trying to lock the exact centre of the selection to the grid. To avoid this happening you can use "Move Origin Cycle" to put the selection handle onto one of the corners before moving.
"Refine Grid" and "Coarsen Grid" are also useful commands that you want at your fingertips.
This has been painful but, if they auto weld it will help with the occlusion culling from small gaps that may be missed my the level builder. An option to auto weld would be perfect.
<i>Back on topic:</i>
I do believe what Menasp may be correct on that. This has been an ugly issue with many but, there are an abundance of props to make those transitions much easier like using door frames or floor mods.
When all else fails, drop a prop in there or spend another 5 minutes adjusting at close range.
<a href="http://www.flickr.com/photos/56787761@N06/5240472924/" title="damnit1 by joel_corey, on Flickr"><img src="http://farm6.static.flickr.com/5004/5240472924_26c5dafd11.jpg" width="500" height="269" alt="damnit1" /></a>
<a href="http://www.flickr.com/photos/56787761@N06/5240472924/" target="_blank"><img src="http://farm6.static.flickr.com/5004/5240472924_26c5dafd11.jpg" border="0" class="linked-image" /></a>
...maybe ....
Thats my best guess at what you are trying to describe...
What you have to do in this case is cycle trough the origin options to get an origin on the side and on grid. When you have the move tool selected you go to the menu:
Edit->Move Origin Cycle (Previous)
or
Edit->Move Origin Cycle (Next)
Too much flipping, transforming and even extruding causes floatcomma vertices where none should be.
That's what I call bullcrap.
thanks for the response from all, it is encouraging to get support because some of the simplest things seem to be the most frustrating !!
have a good one!
My tip: Do it one at a time.
<a href="http://www.flickr.com/photos/56787761@N06/5242711298/" target="_blank"><img src="http://farm6.static.flickr.com/5241/5242711298_251217041d.jpg" border="0" class="linked-image" /></a>
and so far nothing is out of square, hmmmm... so it pays to go really slowly with spark editor. mental note.
The things you need to watch out for are cloning and then rotating, or cloning props and geometry together. Rotating always happens around the origin, so you'll have to check that this hasn't knocked your geometry off the grid. Use flip instead where possible, to preserve its place on the grid. Props being more complex don't always sit neatly on the grid, so clone these separately from geometry.