Is it okay to move brushes 0.5 or 0.25 units offgrid?

Discussion in 'Mapping Questions & Discussion' started by Rare Endangered Spycrab, Jan 24, 2018.

  1. Rare Endangered Spycrab

    Rare Endangered Spycrab L2: Junior Member

    Messages:
    97
    Positive Ratings:
    30
    I am making a map with some bumpmapped materials, and decals/overlays don't work on it. So I thought of a work around to make a nodraw func_illusionary with the top textured. I just want to quickly ask, is it okay if I move it using the Transform tool 0.5 or 0.25 units down? I know about the Vertex precision loss thing, but Hammer should be able to handle that decimal without rounding it. I need to know as this will be a semi-major component of the map and I need to know beforehand and don't have time to test, thanks.
     
  2. Twist.vmf

    Twist.vmf L7: Fancy Member

    Messages:
    432
    Positive Ratings:
    200
    so you want to move something, without fallowing the grid lines?
     
  3. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,387
    Positive Ratings:
    4,220
    As long as the brush is at least 1x1x1hu you'll be fine
     
    • Agree Agree x 1
  4. Rare Endangered Spycrab

    Rare Endangered Spycrab L2: Junior Member

    Messages:
    97
    Positive Ratings:
    30
    I need to put a brush further into a wall, I can't use decal and overlay as the wall uses a bumpmap. Just want to ask if I can move the grid offgrid by 0.5 or 0.25 without vertex precision loss occuring or compiler throwing errors
     
  5. KubeKing

    Server Staff KubeKing dan's birthday was fun too

    Messages:
    1,247
    Positive Ratings:
    1,510
    I've done this before, and didn't have any issues.
     
  6. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    757
    Positive Ratings:
    516
    Although sticking to the grid is usually your best bet, I've used the clipping tool to create odd offgrid vertices that retain their accuracy, so you should be fine.
     
  7. Twist.vmf

    Twist.vmf L7: Fancy Member

    Messages:
    432
    Positive Ratings:
    200
    for me the worst that will happen is the brush will not render, but that was just a CS:GO brush, so idk for tf2 and it's hammer.
     
  8. AsG_Alligator

    aa AsG_Alligator trigger_hiss

    Messages:
    418
    Positive Ratings:
    906
    If you hold Alt while dragging an object in 2d views you can move it without snapping to grid.
     
  9. Rare Endangered Spycrab

    Rare Endangered Spycrab L2: Junior Member

    Messages:
    97
    Positive Ratings:
    30
    Vertex precision loss disagrees

    Anyway, looks like 0.25 and 0.5 units offgrid doesn't seem to mess up any vertices or cause errors after multiple saves, so thanks for helping
     
    • Like Like x 1
  10. henke37

    aa henke37

    Messages:
    1,912
    Positive Ratings:
    446
    This is the first I hear about bumpmaps being incompatible with decals.
     
  11. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    Yeah, I suspect you're trying to work around a problem that isn't as unfixable as you think. Can you paste the contents of this material's VMT? Or, if it's a stock material, tell us what it is?
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  12. Rare Endangered Spycrab

    Rare Endangered Spycrab L2: Junior Member

    Messages:
    97
    Positive Ratings:
    30
    I quickly took 2 custom examples from a different map I worked on:

    The floor on which the decal/overlay is applied:

    Code:
    "LightmappedGeneric"
    {
       "$basetexture" tile01
       "$surfaceprop" tile
       $envmap  env_cubemap
      $basealphaenvmapmask 1
    }
    Decal VMT:

    Code:
    "LightmappedGeneric"
    {
       "$basetexture" security_rug
       "$surfaceprop" carpet
       "$decal" "1"
    }
    
    As you can see, I wanted to use a rug decal on a reflective tile texture, but unfortunately they just don't appear in game. When I removed the $bumpmap, it worked instantly