Some weird bending brushes

Wander

L3: Member
Sep 16, 2010
148
55
Hello

I've only just started on this map a few minutes ago in hammer, and as I wanted to check ingame if I got the heights and such right, i compiled it (with vis and rad to normal)
No compile errors, nothing strange, just a few world brushes and some detail brushes (the orange is func detail)

I didn't expect anything weird, here is the hammer view: http://img80.imageshack.us/img80/5411/hammert.png

But.. here are 2 ingame screenshots..
http://img46.imageshack.us/img46/4016/ingame1f.png
http://img641.imageshack.us/img641/4011/ingame2.png

For some reason stuff is going weird there, and I don't have a clue why?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Boojum might be able to bust out his t-junct-fu and disprove me, but in my experience that means you've got way too many of those railings, cutting the number by half should fix it.
 

Huckle

L3: Member
May 31, 2010
149
101
Alternatively, you could probably cut up both the top railing and the platform itself into several parts, which will reduce tjuncts per solid. Since my t-junct-fu is of beginner status only I'm not sure it works but unless you convert it into a model I think that is the only way to keep your current look.
 
Last edited:

Wander

L3: Member
Sep 16, 2010
148
55
Thanks, that seems to fix it :)
Even if I wouldve had to start over, it wasnt really a problem, but I was mostly curious what caused it, and what the technical reason for it is (I hadn't heard of those tea-junkies before)
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
T-juncts are what their name implies, where there is a t-junction between edges. I think the easiest way to fix this would be to make the poles thinner so they don't line up with the edge of the railing and the floor. That would probably look more "real" too.
 

Attsy

L3: Member
Jan 31, 2010
110
29
Isnt it because of all those t-juncs the compile process fixes it by bending the brushes like that, thus lowering the number of t-juncs.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You need to make that railing a func_detail.

func_detail's still cause t-junctions.

You need to use func_brush or func_lod. Func_detail is, to a lack of better words, a fake entity.

Alternatively, use one of the many fence models using a prop_static.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
I'm surprised no-one has recommended Propper yet.

The tool converts brushes to models, effectively solving your issue.