<div class="IPBDescription">How do I fix it?</div> I got tons of planes with no normal errors when i tried to compile my mao. I read the help file, but I didn't move any vertexes. I have overlapping brushes in my map. What should I do?
I started looking for the brushes in the error report, most of them are little insignificant brushes, probably because I carved a lot in this map (FlameShield3K Activated).
in truth, delete it all and start the same thing WITHOUT carving anything but thats just my opinion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I get this error when you try to carve cylinders. Is this common? How do I use vertex manipulation to create me a hole in the wall thats cylindershaped? Do you all even bother with carve?
<!--QuoteBegin--alienchickenpie+Jul 1 2003, 07:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (alienchickenpie @ Jul 1 2003, 07:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I started looking for the brushes in the error report, most of them are little insignificant brushes, probably because I carved a lot in this map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That's most likely the problem, they fact that they're little, insignificant brushes. If you take a big block as carve it in half, no problem. But if you do anything is carve that splinters brushes, like carving a cylinder, you will get a bunch of tiny little brushes. There are 2 problems with that. One, it will probably have a significant impact on r_speeds. Two, when Hammer exports the map to the compile tools, it drops all decimals. So any brushes that aren't perfectly aligned to at least the 1 unit grid will get distorted. Have a brush small enough and when the decimals drop it will go from being a square to a triangle, 2 of the edges will overlap. The 4th side is still there, but it's not there, so when the compile tools try to find the normal of that side they can't. And you get that error.
I would recommend Quark for 2 reasons. 1) You can use brush subtraction like carve but it's less likely to splinter brushes like carve. 2) Even if you do carve Quark exports decimals so you'll have have have a really tiny brush to get that same problem. Oh, and 3) Quark won't let you use vertex manipulation to make an invalid brush, so it's ok to play around with it and it will always compile correctly.
Use the arch tool if you want to make a cylindrical hole. Carving is okay if you're doing something simple (like making a square hole), but try to avoid it, as it causes many errors.
To get around the "evils of hammer exporting," you could always use HLFix.
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How can I do that without carving?
with it, you can grab and move the individual points a brush is made of
since you know no other way than carving, i think you should read some "getting started"
mapping manuals
That's most likely the problem, they fact that they're little, insignificant brushes. If you take a big block as carve it in half, no problem. But if you do anything is carve that splinters brushes, like carving a cylinder, you will get a bunch of tiny little brushes. There are 2 problems with that. One, it will probably have a significant impact on r_speeds. Two, when Hammer exports the map to the compile tools, it drops all decimals. So any brushes that aren't perfectly aligned to at least the 1 unit grid will get distorted. Have a brush small enough and when the decimals drop it will go from being a square to a triangle, 2 of the edges will overlap. The 4th side is still there, but it's not there, so when the compile tools try to find the normal of that side they can't. And you get that error.
I would recommend Quark for 2 reasons. 1) You can use brush subtraction like carve but it's less likely to splinter brushes like carve. 2) Even if you do carve Quark exports decimals so you'll have have have a really tiny brush to get that same problem. Oh, and 3) Quark won't let you use vertex manipulation to make an invalid brush, so it's ok to play around with it and it will always compile correctly.
To get around the "evils of hammer exporting," you could always use HLFix.