psa: be careful with clipping very round cylinders

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
it could double your compile times and youll never know why

heres a demonstration thatll explain errything

lets take a 32 sided cylinder
AIBsrIC.png


and clip it in a way that doesnt really match up with its vertices
C9b0llc.png


looks fine...
P2PZA5Z.png


...but if we zoom in...
a6WrosL.png


...we see vertices going out of alignment

hello nonorthogonal visleaves hello tiny ass cuts hello long ass compile times

just cleaned up some of those in 3some and vvis time went from 2 hours to 1. on an i7 too.

caveat mappor!
 

xzzy

aa
Jan 30, 2010
815
531
This is why you do round things with props or displacements.

Brush based games have never done curves well.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I'm getting these flaws by just creating cylinders, I don't need to touch them :derp:

CTRL+B on selected vertices fixes it though.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Better question: Why in the universe would you ever be making cylinders and not func_detailing them?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Better question: Why in the universe would you ever be making cylinders and not func_detailing them?
When making a round structure that has an inside and should actually be visblocking. After which you place a square hint brush such that the cylinder is inscribed within it to prevent the angular portals from extending too far.

(same with the rare case when you have a solid cylinder you want to block vis and by making it a detail with a world square inside would cause a slight difference in size that allows vis-lines to see things on either side you do not desire)

edit: like this!
 
Last edited:

wareya

L420: High Member
Jun 17, 2012
493
191
did I not post in this thread already
I vividly remember doing so