I am happy to accept any way to fix the problem anyway you say.
The problem appears only when I have COMPLIED the map and try it.
Could it be that the wall thats disapearing becaues its on an angle and dosend follow the gridlines???
Textures disapearing
Moderator: Moderators
No, when your vertices are off the grid (which is your problem) then the vertices are not on a static position. For example a vertice is at 2.24 5.50 1.34 which is not a good thing. Your brush has not to follow the grid lines, but the points (vertices) of your brush must be on a right static coordination. You may have any angle you want, but be sure the vertices are on the grids.Indianajones wrote:Could it be that the wall thats disapearing becaues its on an angle and dosend follow the gridlines???
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
Mj wrote:Son, select EVERYTHING in your map and ctrl + G it.
I know
Mj
question, will that move every brush to the closest grid or closest grid you have currently set ? i've often wondered about that though never have used that function (proably needed to but never did)
i'm not f****** angry, i'm from philadelphia .


not the brush but each vertice will snapped to (i guess) the closest grid. However sometimes it can bugger a bit so your brush will get weird shapes and evil stuff.
I don't suggest to select your whole map and then doing the snap to grid tool. Because like I said it may be buggy and if you do a lot of brushes/meshes at the same time you won't notice the crap at that moment (if you get some). Doing it one by one is better, but it's only needed when your not sure if they are on grid or if you did something special like the edge tool, cutting, vertices tool, rotating etc. or if you get any errors for a brush or mesh (location or brush number will be shown while compiling)
I don't suggest to select your whole map and then doing the snap to grid tool. Because like I said it may be buggy and if you do a lot of brushes/meshes at the same time you won't notice the crap at that moment (if you get some). Doing it one by one is better, but it's only needed when your not sure if they are on grid or if you did something special like the edge tool, cutting, vertices tool, rotating etc. or if you get any errors for a brush or mesh (location or brush number will be shown while compiling)
- Indianajones
- Colour Sergeant
- Posts: 86
- Joined: Sat Aug 20, 2005 1:14 pm
If you made a wall while the editor was in gridsize 1, and then changed your gridsize to 8, then it will probably look like it is off the grid but it really isn't. To find out if the brushes are TRULY off of the grid, hit "1" on the keyboard (or just go to Grid > Grid 1). If a verticy is on the grid when viewing it in gridsize 1, then it should be OK.
After you are sure you are in grid 1 mode then zoom in on a verticy thats in question and see if it is on the grid. You may also want to snap the vertices to the grid now when the grid is at size 1, then you will get smaller distortions in your brushes, but they will be less noticable then if you were in gridsize 8. Good luck!
After you are sure you are in grid 1 mode then zoom in on a verticy thats in question and see if it is on the grid. You may also want to snap the vertices to the grid now when the grid is at size 1, then you will get smaller distortions in your brushes, but they will be less noticable then if you were in gridsize 8. Good luck!
- Indianajones
- Colour Sergeant
- Posts: 86
- Joined: Sat Aug 20, 2005 1:14 pm
- Indianajones
- Colour Sergeant
- Posts: 86
- Joined: Sat Aug 20, 2005 1:14 pm


