Triangles!?

SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
<div class="IPBDescription">coplaner plane</div> Ok i have a triangle brush...originally made with a 4 sided cube...then i made it with a 3 sided cylinder, it is a perfect eqaulateril triangle that i am using for a light... why is it getting a coplanar plane error?

First of all WTH is a coplanar plane...!?

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    edited August 2003
    You can check your ZHLZ (Zoner's Half-Life Tools) documents for explanation. But for now, I'm too lazy to go searching, here's a quote from the document.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->brush with coplanar faces
    Example:
    Entity 10, Brush 0, Side 5: has a coplanar plane at (-753, -9, 251), texture CA1X_CON1B
    Entity 10, Brush 0, Side 6: has a coplanar plane at (-753, -32, 251), texture CA1X_CON1B

    This is always caused by vertex manipulation.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i've run into things like this several times. sometimes when you carve something, it doesn't get the vertexes exactly on the grid, and actually makes two vertexes EXTREMELY close together, so that if you look at them from any place other than extremely closely you won't notice it. and when you try to select one of those two vertexes it will always select both. the only way i've found to get rid of them is by cutting the two vertexes off and then merging the two vertexes that were just created.

    i'm not sure if that's exactly what you're looking for, but i hope that helps.

    Belg
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited August 2003
    no...i didnt do any major vertex editing, i just took the three corners and snapped them to grid to make a equalateral triangle to make a light...much like in this picture here

    <a href='http://www.geocities.com/ufo_1_98/triangles.txt' target='_blank'>http://www.geocities.com/ufo_1_98/triangles.txt</a>


    heres what mine says:

    18 brushes (totalling 112 sides) discarded from clipping hulls
    CreateBrush:
    Error: Entity 0, Brush 146, Side 2: has a coplanar plane at (1296, 256, 1088), texture LIGHT_STRIPRED
    Error: brush with coplanar faces
    Description: The map has a problem which must be fixed
    Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

    Error: Entity 0, Brush 147, Side 2: has a coplanar plane at (1296, 704, 1088), texture LIGHT_STRIPRED
    Error: Entity 0, Brush 148, Side 2: has a coplanar plane at (1072, 768, 1088), texture LIGHT_STRIPRED
    Error: Entity 0, Brush 149, Side 2: has a coplanar plane at (1072, 320, 1088), texture LIGHT_STRIPRED
    Error: Entity 0, Brush 150, Side 2: has a coplanar plane at (1072, 256, 1280), texture LIGHT_STRIPRED
    Error: Entity 0, Brush 151, Side 2: has a coplanar plane at (1296, 256, 1280), texture LIGHT_STRIPRED
    Error: Entity 0, Brush 152, Side 2: has a coplanar plane at (1296, 768, 1280), texture LIGHT_STRIPRED
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Delete it. Then make another cube and use the clipping tool this time, instead of the vertex manip. tool to create your equil. triangle. That way you get the results without the potential of any problems.

    Clipping tool shortcut is Shift-X <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    edited August 2003
    As for carving, it is the mapper's double-sided sword. It does make some things simpler but when you try to carve with a more complex object than the simple cube, it gets problems very often. Therefore, I don't advise using carve option at all. Better make it manually.

    Sorry for going off-topic like this... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    EDIT: As for making a triangle, simple. Just select the 'wedge' option and create a wedge. Tadaa, triangle. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    u replied before i fixed my post...READ up!
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Ohhh... There's this very very simple way of doing the lights. Just as Tequila said, create a cube anc clip it, using the clipping tool. No problems with that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    YES...ty for wedge idea...WEDGES WORK!!!

    But why cant i use a box or a 3 sided cylinder....?
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    A 3-sided cylinder only confuses Hammer. Don't practise that. As for a box, as I and Tequila said, create a cube, then clip it.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Sorry for double posting, but I couldn't attach the picture with editing my previous post. Here's clipping for you. Very basic, very easy.
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    yeah i know how to clip <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    thx anyway

    b/s wedges work fine! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Well, I never used wedges much, just clipped the lights. But anyway, to everyone his own...

    And besides, no problem, I love to help if I can... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited August 2003
    Don't clip to create complex objects. It creates unnesesscary planes (or so I've heard). Use vertex manipulation instead.

    Also, a coplanar plane is when you have more than two vertices on one plane, as shown in the attatched image. Merging the vertices will fix that.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    A brush shaped with clip and a brush shaped with vertex manipulation should create the same number of planes, as long as they are equally complex.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited August 2003
    "complanar" means "in the same plane"
    "faces" are drawn on planes of infinite size.
    "complanar faces" are multiple faces sharing the same plane, HL does not like or auto-fix this because of the old fashioned way of calculating plane intersections.

    To fix the error create that purple line and enlarge the new "square" by mowing the new purple dots to the green dots.
    Warning: unstable VHE likes to crash on such kind of vertex manipulations more often, just save every step.
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