Grid issue

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Hey all, the map I am working on seems to be unaligned with the grid. I resized the whole map by selecting everything(didn't have any models or anything in the map) and shrinking it down. Now the map is unaligned with the grid, even going down to grid size 1 the block existing on the map will not align with any blocks I had. Resizing didn't cause any leaks as I re-added lights and compiled after doing so. Of course after this I saved it :p. Was just wondering if there is a way to get the existing brushes to align with the grid, when going down to size 1 looking at a block it will be a little off(a centimeter horizontally, and halfway vertically) from the grid squares. I tried reselecting the whole map and hitting the "align to grid" under the map tools, and tried "align to grid individually." Thanks for any help!
 

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
If all else fails, vertex edit.

The main problem is adding models, I have the layout done so I am not really adding brushes anymore anyways(other than some displacements). When adding a model I cannot get it to align right without overlapping the brush or leaving a gap(grant it this is a VERY small gap). But making things such as doors there is also a gap left, or it overlaps a bit. Even using vertex edit it will move a little to far and not align.
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Tough. :p Such a minor align issue (usually less than 1 unit) will be unnoticed by everybody.
 

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
So I should just ignore it? Does it matter if brushes somewhat go inside of other brushes(less than one unit)? In case I do decide to add another room, having a small gap would still cause a leak, so the brushes would have to overlap a bit.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Tools/snap to grid if it's off equal amounts on all sides. You might have to vertex the brushes if it doesn't snap correctly.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Yea this is why you dont select a bunch of brushed and resize them :). It will make editing your map in the future harder, but i wont effect gameplay at all, so its really up to you if you want to go thorugh it all and realign.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
i personally would remake the whole map because grid is everything =)

If you plan to edit, add, change anything ever on it at a later date you will be ripping your hair out otherwise.
 

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Yea I deffinently learned the hard way not to resize brushes the way I did, guess you need to individually do it. I guess I will just ignore the fact that they are unaligned, but it wont hurt to have brushes inside of eachother less than a unit will it?

*edit*

Just saw your message djive, I have a save point before I resized it but I will lose about 10 hours of work :(. So was hoping to avoid that. Guess I could just start from that save and resize each brush individually, is that the proper way to resize? I had the map huge, and needed to shrink the whole map down will take a while to shrink it down by each brush.
 
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TracerDX

L3: Member
Jun 9, 2009
127
26
vbsp does a decent job of trimming overlapping brushes. This really only applies to world and func_detail though, each in its own class (ie, func_detail stick through world) and sometimes it will "mess up" if it can't easily determine what should be visible. Brush entities will just stick through the map, but probably won't be visible to the player and have negligible performance impact.

Also... texture alignment is going to be pain the arse for new brushes... And off-scale (ie, not @ 0.25, 0.5, 1.0) textures tend to look like crap as well.
 
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MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Thanks everyone, I will be starting over from that save it seems. Will just be a lot of work resizing all the brushes, I have over 100 in each base. Probably will just do one, delete the other side, and then copy/rotate to the other :).