Alien Vineage And Funky Doors

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">/\/\///\//\\\\|||//&</div> Hey all!

Just a few questions as I complete the final touches for my map Co_Sandman.

Alien Vineage: I posted a screenie below. The Vineage is neat IMO but because I used the vertex manipulation tool it doesn't want to compile. It tells me what entity and brush number has the CoPlanar Plane but when I use the brush finder in VHE it says that is an invalid number. I know it's the Alien Vineage that is causing the problem because I just compiled, added the vines, recompiled and this turned up. I really don't want to have to scrap them, they give this room alot of atmosphere so any help is appreciated.

Also, my doors, some of them, don't keep there Pitch setting. I set a door to open "Up" but when I compile or go back into the dialog it is cleared and the Door defaults back to it's er... default direction, why is VHE doing this?

Thanks for your time!

Sorry for the crappy Hammer capture but as I said it won't compile. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

~ DarkATi

Comments

  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I have found that brush number doesn't mean much of anything in that regard. I know the feeling, I did a bunch of wires laying on the ground for a cs map like that once. More than likely, you'll have to go and make sure each face of the brush is flat. This can be painstakingly difficult at times, and is the reason I only ever do vertex manipulation with triangle shaped faces. If it is rectangularly shaped, I recommend dividing it up into triangles. More faces, but safer manipulation.

    Best of luck!
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--BigDXLT+Oct 7 2003, 12:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigDXLT @ Oct 7 2003, 12:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have found that brush number doesn't mean much of anything in that regard. I know the feeling, I did a bunch of wires laying on the ground for a cs map like that once. More than likely, you'll have to go and make sure each face of the brush is flat. This can be painstakingly difficult at times, and is the reason I only ever do vertex manipulation with triangle shaped faces. If it is rectangularly shaped, I recommend dividing it up into triangles. More faces, but safer manipulation.

    Best of luck! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thanks,

    The hunt is on! It's not that many vines so it shouldn't take too long to find. I think it'll be worth it though, I haven't seen vines like this in any NS/CO map yet.

    ~ DarkATi
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--DarkATi+Oct 6 2003, 10:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Oct 6 2003, 10:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--BigDXLT+Oct 7 2003, 12:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigDXLT @ Oct 7 2003, 12:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have found that brush number doesn't mean much of anything in that regard.  I know the feeling, I did a bunch of wires laying on the ground for a cs map like that once.  More than likely, you'll have to go and make sure each face of the brush is flat.  This can be painstakingly difficult at times, and is the reason I only ever do vertex manipulation with triangle shaped faces.  If it is rectangularly shaped, I recommend dividing it up into triangles.  More faces, but safer manipulation. 

    Best of luck! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thanks,

    The hunt is on! It's not that many vines so it shouldn't take too long to find. I think it'll be worth it though, I haven't seen vines like this in any NS/CO map yet.

    ~ DarkATi<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, if you've got an error like<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->"Entity %i, Brush %i, Side %i: has a coplanar plane at (%.0f, %.0f, %.0f), texture %s"<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->it means a brush has two faces in the same plane -- look for an edge cutting what should be a single face into two pieces while in vertex manipulation mode.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Woo... that's right... "coplanar" is usually a dead give away about that stupid little error! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--BigDXLT+Oct 7 2003, 12:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigDXLT @ Oct 7 2003, 12:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Woo... that's right... "coplanar" is usually a dead give away about that stupid little error! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    FIXED! Thanks everyone. Now for my weird doors error...?

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    As a Thank You for helping me fix this error, no, not a cookie...

    Screenies!

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--DarkATi+Oct 6 2003, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Oct 6 2003, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--BigDXLT+Oct 7 2003, 12:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigDXLT @ Oct 7 2003, 12:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Woo... that's right... "coplanar" is usually a dead give away about that stupid little error!  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    FIXED! Thanks everyone. Now for my weird doors error...?

    ~ DarkATi<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    VHE 3.5 beta's pitch and roll settings aren't functional -- it's a known issue: <a href='http://collective.valve-erc.com/index.php?go=hammer_beta' target='_blank'>VERC's article on the VHE 3.5 beta relase</a> mentions it as the first note.

    IIRC you can get a door to open straight up using a yaw angle of -1 (-2 is down, once again subject to my memory failing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ).
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--XP-Cagey+Oct 7 2003, 01:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Oct 7 2003, 01:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DarkATi+Oct 6 2003, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Oct 6 2003, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--BigDXLT+Oct 7 2003, 12:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigDXLT @ Oct 7 2003, 12:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Woo... that's right... "coplanar" is usually a dead give away about that stupid little error!  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    FIXED! Thanks everyone. Now for my weird doors error...?

    ~ DarkATi<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    VHE 3.5 beta's pitch and roll settings aren't functional -- it's a known issue: <a href='http://collective.valve-erc.com/index.php?go=hammer_beta' target='_blank'>VERC's article on the VHE 3.5 beta relase</a> mentions it as the first note.

    IIRC you can get a door to open straight up using a yaw angle of -1 (-2 is down, once again subject to my memory failing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's odd... I've been using the pitch setting for doors since July w/o problems. Oh well, thanks Cagey!

    ~ DarkATi
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