Talk:Hammer Vertex Tool

From Valve Developer Community
Jump to navigation Jump to search

Does vertex scaling work on multiple solids simultaneously? I'm trying to manipulate the inside vertices of an arch and I keep getting a crash when I try to move the center circle. —Maven (talk) 16:01, 20 Oct 2005 (PDT)

it works fine for me...sept for the circle part lol—ts2do (talk) 17:34, 20 Oct 2005 (PDT)

  • A section explaining "merging" vertexes is missing.
Probably something that explains how/why a invalid brush is created would be nice, if somebody has a moment. I'm about going for bed. If I get a chance tomorrow though, I'll check on it. Hectate 19:27, 12 Nov 2007 (PST)


Vertices keeps moving when reloading the map

I vertex edited several box solids into a ring, but when I reloaded the map, some random vertices had moved less than half a unit in height (only). This is very strange, as the solids were all 8 x 14 x 17 units big, and convex. When does vertices move around like this, and how do I stop it/prevent it from happening again? --Andreasen 05:12, 21 Oct 2007 (PDT)

It is in the hammer bugs article, but it has't been fixed. I assume hammer has problems with saving vertexes in such positions. I can't make domes because of this bug. Solokiller 05:18, 21 Oct 2007 (PDT)
I scanned through the Source SDK Bugs/Hammer bugs article without finding this particular bug. However, the bugs associated with vertex editing are numerous. Sadly, I wouldn't recommend editing the standard solid shapes in Hammer to anyone. Edit: I've looked into the issue some more, and found that the vertex tool loses its precision when dealing with certain "complex" shapes, despite these shapes being convex. Below is such a shape, that you can recreate in your editor in order to try to determine the problem. Just paste the following into a .vmf file:
solid
 {
 "id" "311"
 side
 {
  "id" "1166"
  "plane" "(332 -30 80) (342 -23 80) (350 -31 78)"
  "material" "DEV/DEV_SLIME"
  "uaxis" "[-1 0 0 0] 0.25"
  "vaxis" "[0 -1 0 0] 0.25"
  "rotation" "0"
  "lightmapscale" "16"
  "smoothing_groups" "0"
 }
 side
 {
  "id" "1165"
  "plane" "(342 -23 72) (332 -30 72) (338 -40 72)"
  "material" "DEV/DEV_SLIME"
  "uaxis" "[-1 0 0 0] 0.25"
  "vaxis" "[0 -1 0 0] 0.25"
  "rotation" "0"
  "lightmapscale" "16"
  "smoothing_groups" "0"
 }
 side
 {
  "id" "1164"
  "plane" "(350 -31 72) (350 -31 78) (342 -23 80)"
  "material" "DEV/DEV_SLIME"
  "uaxis" "[0 1 0 0] 0.25"
  "vaxis" "[0 0 -1 0] 0.25"
  "rotation" "0"
  "lightmapscale" "16"
  "smoothing_groups" "0"
 }
 side
 {
  "id" "1163"
  "plane" "(338 -40 78) (338 -40 72) (332 -30 72)"
  "material" "DEV/DEV_SLIME"
  "uaxis" "[0 1 0 0] 0.25"
  "vaxis" "[0 0 -1 0] 0.25"
  "rotation" "0"
  "lightmapscale" "16"
  "smoothing_groups" "0"
 }
 side
 {
  "id" "1162"
  "plane" "(342 -23 72) (342 -23 80) (332 -30 80)"
  "material" "DEV/DEV_SLIME"
  "uaxis" "[-1 0 0 0] 0.25"
  "vaxis" "[0 0 -1 0] 0.25"
  "rotation" "0"
  "lightmapscale" "16"
  "smoothing_groups" "0"
 }
 side
 {
  "id" "1161"
  "plane" "(338 -40 72) (338 -40 78) (350 -31 78)"
  "material" "DEV/DEV_SLIME"
  "uaxis" "[-1 0 0 0] 0.25"
  "vaxis" "[0 0 -1 0] 0.25"
  "rotation" "0"
  "lightmapscale" "16"
  "smoothing_groups" "0"
 }
 editor
 {
  "color" "0 195 132"
  "visgroupshown" "1"
  "visgroupautoshown" "1"
 }

--Andreasen 08:20, 21 Oct 2007 (PDT)

I'm able to reproduce this for manipulated wedges, but the compile process is masking the very small gaps. --Molaughlen 08:22, 13 Apr 2008 (PDT)

I've been getting the same problem, and it's just because planes aren't supposed to be curved (oops). The vast majority of my map just exploded, and that's what I get for working in chunks. Hit Alt + P and fix any "Invalid solid" errors you get before saving (although loading is where everything breaks). Also, an easy way to see if a face is invalid is to double click on the face with the vertex tool. Proper solids will remain highlighted, but invalid solids will toggle between a lighter and darker highlight.

Also, this bug is really easy to recreate. Create a box, move just one vertex, save the map, and load the map. Hammer obviously tries to fix invalid solids at load. --Pingu 00:24, 20 May 2009 (UTC)

Vertex Selection Bug

I'm reporting a bug: When attempting to select a single vertex that lies very close to another vertex on the same plane, both vertices will be selected. Likewise, they will both be unselected when presently selected.

This is a fairly annoying problem when attempting to merge the vertices. The current workaround is to move both vertices to ensure one vertex lands on a grid line, and then the other to drag onto first for the merge. If you drag one vertex towards the other vertex that lies just off the 1 unit grid line, then the merging does not occur. Once you are in this state, it's impossible to select a single vertex. My only workaround while in this state is to undo the action.

[I removed my previous post due to it being a newbie vertex editing problem (producing invalid shapes and not checking with Alt-P). My Kung Fu is getting stronger however. ]

--Molaughlen 07:47, 13 Apr 2008 (PDT)

Shift W. that turns off Snap To Grid, allowing you to move anything any number of units. you should be able to merge now --Quaza 18:19, 8 Dec 2008 (PST)

Ramps

I was trying to make a Ramp that had a rounded edge on one side, and when I reloaded the map, ONE of them would be off completely, and random edges would be showing. I have dropped the ramp for stairs...

Here is some Screenshots I took showing it:

[1] [2] [3]

Multiple face splits

Splitting a face multiple times (splitting a face that was generated after splitting another face)
usually results in invalid solids being created...

I couldn't reproduce any specific issue by splitting faces that were previously created by face splitting. The error presented in that paragraph appears to be a concave brush (brushes have to be convex). Concave brushes can be created by the vertex tool without face splitting just as well, so in what way is this issue related to face splitting? (Or why should it go under the face splitting section only?) I'd suggest to mention the requirement of convex brushes elsewhere in the article and then remove the paragraph "Only Split Once" altogether. The paragraph could instead be replaced by a warning that creating a lot of faces commonly leads mappers to create concave brushes, if that's a common issue. If there really is any issue with splitting the same faces multiple times though, it should stay as it is. --Isor 21:04, 12 April 2010 (UTC)