Vertex Manipulator

Discussion in 'Mapping Questions & Discussion' started by bob+M|M+, Oct 5, 2008.

  1. bob+M|M+

    bob+M|M+ L6: Sharp Member

    Messages:
    348
    Positive Ratings:
    185
    I've been using the vertex manipulator extensively lately, and there are a couple of things that I've been wondering about.

    First of all, when I go to select on a vertex and accidently miss, it creates an unwanted box and the tool becomes non-functional unless I close hammer and reopen. Does anyone know a work-around for this?

    Secondly, can I use displacements on any kind of vertex-manipulated brush? For example if I have a cave made out of vertex manipulator tool, can I just apply displacement to all the faces I want now?

    and thirdly, If I have several vertices that align with each other, but not with the grid (even the smallest grid), is this sub-optimal compared to aligning with the grid?


    Thanks in advance!

    bob+M|M+
     
  2. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,403
    1. Press enter. It's like the selection box you make when working without any tools selected.

    2. I'm pretty sure you can, but it might not work well.

    3. Being on the grid is always better than off.
     
    • Thanks Thanks x 3
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,557
    1. Thanks Nine, i used to always restart hammer :/ I'm pretty sure that i had tried hitting enter before, oh well.

    2. You can displace any valid 4 sided face. As long as it's to the grid, multiple faces will keep together at the seems. You never used to be able to rotate displacements/have them at strange arbitrary angles, but since ep2, i've noticed i can rotate displacements without them breaking all the seems. I don't know how this works for anyone else?

    3. Pretty much what nine said. I don't know why you would want something off the grid that small unless it was in the 3d skybox or rotated at an unusual angle. But doing so with normal geometry can cause a lot of hassle for vis and a few more obscure errors. Try to keep to the grid :)

    Sort of reitterated there, but yea.
     
    • Thanks Thanks x 1
    Last edited: Oct 5, 2008
  4. bob+M|M+

    bob+M|M+ L6: Sharp Member

    Messages:
    348
    Positive Ratings:
    185
  5. Earl

    Earl L6: Sharp Member

    Messages:
    284
    Positive Ratings:
    37
    It's best to use vertex manipulation to get the rough shape you want, and then create your displacements. It makes it easier to sew too.