psa: be careful with clipping very round cylinders

Discussion in 'Mapping Questions & Discussion' started by Sergis, Oct 6, 2014.

  1. Sergis

    aa Sergis L666: ])oo]v[

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    it could double your compile times and youll never know why

    heres a demonstration thatll explain errything

    lets take a 32 sided cylinder
    [​IMG]

    and clip it in a way that doesnt really match up with its vertices
    [​IMG]

    looks fine...
    [​IMG]

    ...but if we zoom in...
    [​IMG]

    ...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!
     
  2. xzzy

    aa xzzy

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    This is why you do round things with props or displacements.

    Brush based games have never done curves well.
     
  3. Izotope

    aa Izotope Never releases maps

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    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.
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    This is caused by a rounding error when source saves .vmf. It would've helped if you didn't cut off the corners of the cylinder.

    You'll want to not do that.
     
  5. Sergis

    aa Sergis L666: ])oo]v[

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    ctrl b is a good tip i didnt think of that

    used to vertexdrag them one by one :D
     
  6. nightwatch

    aa nightwatch

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    Silly frozen, cylinders don't have corners!
     
  7. Muddy

    Server Staff Muddy Muddy

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    I hate working with cylinders. More often than not I just make a square (cube) and cut the corners off. Easier to work with.
     
  8. Pocket

    aa Pocket func_croc

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    Better question: Why in the universe would you ever be making cylinders and not func_detailing them?
     
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  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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: Oct 8, 2014
  10. wareya

    wareya L7: Fancy Member

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    did I not post in this thread already
    I vividly remember doing so