Vertex Editing Fix

Gameslave

L1: Registered
Mar 10, 2009
13
0
I'm making a simple map for TF2, and in the spawn room I made cylinders, used the vertex editor, and morphed them into the corners so it wouldn't be so bland.

Ever since then, every time I try to play test the map, it crashes TF2.

I have tried copying the map into a new file, which did not work.

If anyone knows a fix or program that would fix it it would be greatly appreciated, as of I am supposed to have this map finished in a couple days due to a tournament....
 

maxtraxv2

L3: Member
Jan 23, 2009
103
3
i would check the rest of the map it may not be just that
 

Mar

Banned
Feb 12, 2009
607
63
Alt+P brings up hammer's error checker, try that out.
 

Gameslave

L1: Registered
Mar 10, 2009
13
0
Thanks for the quick replies, but..

I have already tried alt + p, I fixed all the errors, still nothing

If it's any consolation, it deleted the rounded corners/cylinders automatically, saying "8 solids were deleted due to errors", you know, that annoying SDK popup....

A friend of mine said he once found a program that fixes problems with vertex issues, but neither him nor I have been able to find it....
 
Last edited:

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Not sure. Hopefully you save the file with a new name everyonce in awhile.

Possibly you have a good autosave backed up too.

Did you try deleting those cylinders then compiling yourself?

I'm curious what you did to them, did you drag the verts inwards to make a round inside corner? That would make an invalid 'concave' brush.
If so it would be better to just use a couple wedges to build a round inside corner.
 

Gameslave

L1: Registered
Mar 10, 2009
13
0
Not sure. Hopefully you save the file with a new name everyonce in awhile.

Possibly you have a good autosave backed up too.

Did you try deleting those cylinders then compiling yourself?

I'm curious what you did to them, did you drag the verts inwards to make a round inside corner? That would make an invalid 'concave' brush.
If so it would be better to just use a couple wedges to build a round inside corner.


It deleted the cylinders by itself D:

Thanks for reminding me of autosaves, I just might have one!

and I merged the vertices of the cylinder so it would match the corner, so half the cylinder matched the shape of the corner, and the other side was rounded, and gave the spawn room a nice look, but I think I did it wrong D:

P.S. The "scared" smiley scares me.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Thanks for the quick replies, but..

I have already tried alt + p, I fixed all the errors, still nothing

If it's any consolation, it deleted the rounded corners/cylinders automatically, saying "8 solids were deleted due to errors", you know, that annoying SDK popup....

A friend of mine said he once found a program that fixes problems with vertex issues, but neither him nor I have been able to find it....

Always run alt+p before closing hammer. that way you know if something is wrong right away. Post your compile log for us to see or go here. http://www.interlopers.net/errors/index.php

If your map is crashing there must be a reason. Another good tip is to alt+p right after any vertex editing is done this way you know if you messed something up right away.
 

savageindigo

L1: Registered
Nov 11, 2008
31
2
I'm not sure if this helps, but I had about two weeks of mapping go into the toilet because I was accidentally using the EXPERT compile tool... and running VVIS twice! Other than that, I would stay away from the vertext tool (personally) I've had nothing but problems with it.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I couldn't map without the vertex tool or the clipping tool.

Both are easy to use if you follow a few simple guidelines.

*ALWAYS stay on the grid.
Easy with vertex 'cause it snaps, with the rare case that you resize a brush with an angle on it, or rotate one. Then a few verts can get out of line where on is on grid and one isn't. Then it gets hard to select the unsnapped vert alone (You have to work in the 3d view to fix).
With clipping you may have to check the new verts and make sure they are on the grid (usually because you clip an odd shaped brush and the end of the cut doesn't land onthe grid AND end of the brush).

*Try to keep all angles in one 2d view. It's when you get angles going in 2 2d views at once that it's easy to make an invalid brush. Usually cutting it in half in the other 2d view will fix... But that's a bit more complex.

-------------------
Most likely you dragged the wrong vert in the wrong order Gameslave. Maybe made an invalid brush but since you were still using the vert tool it didn't tell you., then you dragged other verts. Not really sure...

Anyway, the best way to do that would be to make the cylinder, put it in the corner where you want it. Then use the clipping tool to cut off the 2 edges where they overlap the corner. You might need to nudge a few verts with the vert tool afterwards to get them to square up nice.
Be sure to move them INWARDS though, if you move them out any at all you will create a convex brush which is invalid.