Invalid Solids

Montezuma

L2: Junior Member
Oct 16, 2010
57
3
So in the map I'm currently working on, I've had to make some logs out of 16-sided circle brushes. The problem is, every time I open the map it says "you saved your map with x number of invalid solids. Resave map with solids removed?" I of course save it and then open my map to find my logs gone. Is there any way I can prevent this from happening? Or should I find a new way to get this same effect?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Be lucky it just removes the invalid solids and not all of your entities (Valve, I love you guys, but whoever made that artpass base map has some 'splainin' to do!) Anyway, an "invalid solid" is a brush with one or more faces whose corners don't form a proper two-dimensional quadrilateral. A physical and geometric impossibility. Messing around with the vertex editor can cause these.

You might want to look into creating a custom model instead for your logs. It's a lot easier (read: actually possible) to manually break your quadrilaterals into triangles, which are always valid.
 

Montezuma

L2: Junior Member
Oct 16, 2010
57
3
Be lucky it just removes the invalid solids and not all of your entities (Valve, I love you guys, but whoever made that artpass base map has some 'splainin' to do!) Anyway, an "invalid solid" is a brush with one or more faces whose corners don't form a proper two-dimensional quadrilateral. A physical and geometric impossibility. Messing around with the vertex editor can cause these.

You might want to look into creating a custom model instead for your logs. It's a lot easier (read: actually possible) to manually break your quadrilaterals into triangles, which are always valid.
damn, I just wanted to make my tunnels look half decent. Oh well, while I'm here, does anyone know if there's a custom model out there for the logs used in the trusses found in prop/mining? I that would really solve all my problems, even if they shouldn't be that major in the first place...
EDIT: looks like if I just make the logs eight-sided instead of sixteen then they are no longer invalid. Good enough solution for the time being for me.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Sounds like you'll be wanting to seek out someone who can do some custom modeling. Fortunately we have some of those. And from the sound of it, it'll be a pretty easy job. You just want someone to tweak existing models into slightly differently shaped ones?
 

Montezuma

L2: Junior Member
Oct 16, 2010
57
3
Sounds like you'll be wanting to seek out someone who can do some custom modeling. Fortunately we have some of those. And from the sound of it, it'll be a pretty easy job. You just want someone to tweak existing models into slightly differently shaped ones?
yeah I guess so. I don't have a lot put into this map yet, but considering how universal a prop these trusses are, I wonder if a custom modeler might not mind to just make for the sake of the community? I doubt I'm the only one who could find a use for some nice logs.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
There are single logs made by Valve. I don't know their filename, but I'm talking about the one used in Lumberyard.
 

Montezuma

L2: Junior Member
Oct 16, 2010
57
3
There are single logs made by Valve. I don't know their filename, but I'm talking about the one used in Lumberyard.
I tried using those, but they're a little big for my needs and they don't use the same texture as the trusses in props/mining.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Just make the logs out of displacements. Look at how the little island things in eyeaduct's underworld are made for an example of how.