Vhe Crashing When Trying To Make Vetex Manip.

ZocZoc <?php echo "Hi there!"; ?> Join Date: 2003-01-20 Member: 12517Members, Retired Developer, Constellation, NS2 Playtester
Weird... I'm trying to make a cable-like form using vertex (in the truth, I'm keeping the cable in a "square-form" to lower the polygons...)

I divide the cable in two.. ok.. in three.. ok.. in four.. ok... in five - or it crash or simply "dissapear"...

lost many things with these crashes... =/

Im using VHE 3.5...


btw, any Quark tutorial? It's pretty difficult to use it... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    edited January 2004
    Quark ain't difficult once you play around with it a little. For me VHE is difficult. I started using QuArK when I began mapping for TFC (the original, oh those were the times) and Qoole wasn't enough. There are pretty good tutorials in QuArK manual or helpfile, so just download it and you will see the light (seeing any actual light not guaranteed).
  • RiceyRicey Join Date: 2003-01-04 Member: 11822Members
    zoc, when you get to say the 3rd one, save then try it.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    edited January 2004
    Vertex editing is an iffy business, requiring you to follow certain "rules" (icky rules.) For example, the brush must remain convex (all the sides have to face away from each other) and each face must be flat (all the vertexes on one side must be aligned on one plane.) So, you can't make a curvy wire out of one brush, as you'd at least be violating the "convex brush" rule and most likely be breaking both of them.

    If you've screwed up a brush, hit Alt+P and worldcraft will give you a "invalid solid structure" error and tell you where it is, and allow you to try and fix it.

    This is all probably mentioned in the VHE documentation.

    As for VHE crashing... <a href='http://www.chatbear.com/board.plm?a=boardlisting&b=12&v=flatold' target='_blank'>here</a> is a link to somewhere that might provide answers. This is the second time today I've posted that link. *cough* <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Lastly, IIRC, QERadiant (which now supports HL, I hear) forces brushes to be correct when you vertex edit, making it impossible to screw up. Might be worth checking out as well. I remember thinking QERadiant was pretty awesome, I should download it again myself.

    Lastly, hmm... this thread should have probably gone in the newbie mapping forum, if you ask me, but what do I know? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Happy mappin'.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--statusq+Jan 5 2004, 10:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (statusq @ Jan 5 2004, 10:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Quark ain't difficult once you play around with it a little. For me VHE is difficult. I started using QuArK when I began mapping for TFC (the original, oh those were the times) and Qoole wasn't enough. There are pretty good tutorials in QuArK manual or helpfile, so just download it and you will see the light (seeing any actual light not guaranteed). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Shame it was called Team Fortress and not TFC "back in the day". <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Sign In or Register to comment.