Brushes refusing to move self on grid. (Snap to grid is on)

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Last time this happened, the only fix was to re-install. I'm NOT DOING THAT AGAIN. I'm gonna find a effing fix even if it kills me.

Basically the thing is: I take some on grid brushes, nice and simple, squares, whatever.

Shift + duplicate them up.

Oh hey Ned, Guess what. WERE GONNA BE STUBORN AND STICK TO .5 OFF ANY GRIDLINE.

What. The. Fricking. Heck.

They "Snap" when i move them, but they are snaping to .5 off the grid. If I scale them up (Dragging the box) it snaps to a full one.


Also have refreshed SDK Content, extra.
 
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R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Try these three possiblitys

-Right click > snap to grid

-Click the Grid enable button on the top left near increase and decrease grid size

-Expand from the 0.5 to the closest grid
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
A- Nope. Stays where it is.
If it's .5 off, and the grid doesn't go there... :/

You think I want to Expand it EVERY SINGLE BRUSH. I found a quickfix by closing hammer + SDK, deleting sourcesdk folder, restarting SDK, but that still takes time.

Will someone play around with diffrent thickness arches all 32 sides and see if you get any of these problems?
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
Possibly related- I often notice my brushwork appearing 1 unit different than it should be. Obviously I'm making these things with grid size 16 or so- never 1.

Can't say whether or not this occurs when shifting brushes as you say right now. I'll have to keep my eye out.

All I know is Source Hammer is notorious for this kind of nonsense. Vertex manipulation is another place where this kind of rubbish happens - hammer not merging vertices when you clearly move them on (what looks like) the same spot on the grid.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
:argh: Hammer. Might send a email into valve if i can peg down the problem.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
A- Nope. Stays where it is.
If it's .5 off, and the grid doesn't go there... :/

You think I want to Expand it EVERY SINGLE BRUSH. I found a quickfix by closing hammer + SDK, deleting sourcesdk folder, restarting SDK, but that still takes time.

Will someone play around with diffrent thickness arches all 32 sides and see if you get any of these problems?

As i said in a previous post yesterday bud, this is why Arches.. are bad. *along with carve*

Use vertex and save yourself any trouble.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Quiet you. >: (

I was just thinking about arches and then your post that I read. :bored:


Still, even with using arches to get the guide right, then cutting a square brush and vertex editing into the right design it comes out exactly the same.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Still, even with using arches to get the guide right, then cutting a square brush and vertex editing into the right design it comes out exactly the same.

I do that sometimes.

I make an arch, then go right next to it and start placing brush by brush vertexing each so it follows the same bend/look of the arch.
The biggest difference this way though is that your vertex arch will ALWAYS be on grid, easy to change/add/delete and not give you any weird 64.1x16.. i hate the . stuff those tools make =(
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
I never end up with any .1's. I always try to do arches early on a map, when i'm in the "Lets stay on a grid above 16" stage. (Too bad I say "OH! This would look great here! *grid size 1* Oi! This is too hard to add on to. *Giveup*)
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
My gripe is that sometimes after saving and reopening, it mangled pretty complicated vertex work. Everything was to grid, too, and it took a long time to do. *shake fist*

I also hate how not only does vbsp complain about non-planar quadrilaterals (which is understantable), but it also complains about co-planar triangles on the same brush! So if you're doing a surface that has very slight curvature, you'll never know when you need to keep a face a quad or make it 2 triangles until you're done. *more fist shake*

That hollow cone was a pain to do... In the end I just decided to live with the vertex mangling.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
The best option:
Make your arch in Hammer, perfect it.

Save the VMF, then import it into XSI Mod Tool. Delete extra faces, compile as model.


SEMI-OFFTOPIC:
Can you change the speed at which the cart in goldrush moves forwards? (So you could make it go slower through mud? (Say one "Speed" is now a Half Speed?"

Some sort of muliplyer or something?
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
How do I delete other people's posts