Very Small Curves not rendering properly SOLVED

Discussion in 'Mapping Questions & Discussion' started by Yabayabayaba, Jul 4, 2016.

  1. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    Name says it all. I got these very small straps on a kayak rack made out of arch brushes manhandled into the correct shape. they look fine in hammer, but when loaded in tf2 they warp out of shape. They also did this when I tried to make the small arches in hammer, and i was forced to create large arches and then shrink them. Does anyone know how to fix this problem?
     
  2. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    Also does anyone know how to get rid of these red lines, they are the bane of my existance
     
  3. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

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    I'd make those tiny arches move_rope and keyframe_rope entities instead of a brush. Be sure to lower the width (if I remember correctly) to make them thinner

    And I don't know what could make those red boxes show up in hammer
     
    • Agree Agree x 1
  4. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Try pressing "I" (i). It might work.
     
  5. Pocket

    aa Pocket func_croc

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    At this point, you might be better off learning how to make 3D models instead of trying to create such fine detail with brushwork. Or, if this is for a map that has been in development and testing for a while, request that someone else make the model for you.
     
    • Agree Agree x 1
  6. henke37

    aa henke37

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    Do remember that brushes must be convex. But yeah, this is clearly the job for a model.
     
  7. worMatty

    aa worMatty Repacking Evangelist

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    Hammer doesn't cope well with brushes that have complicated vertices, or are very small (usually because they are off-grid). I think the rope idea is a great solution, but if you wanted to turn your brushwork in to a model without having to recreate it in a program like Blender, you could simply convert your existing brushwork to a model using Propper. It takes a little bit of setting up and learning, but once you get it working, it's amazing what it does for your workflow and budget (you have a limited number of brush sides per map, so it's a good idea to use models for things that use a lot of brushes).

    Propper models don't need separate textures, they use the ones in the TF2 VPKs, so after converting, you'll only need the .vtx, .mdl, .vvd and .phy files that it produces, which are a few kilobytes each.

    Note: Propper was updated recently. Previously, we needed to install Half-Life 2, Source SDK 2009 Base, and extract all the TF2 assets. Now, it works with the stock TF2 installation without needing anything else. So it's just a case of plonking it in a folder and adding it to Hammer's compile options. In your case, it might be a good idea to scale your brushwork up so that you have a comfortable grid size to work on. When you compile the prop, you can set it to scale down. If you do scale it up, make sure Texture Lock and Scaling Texture Lock are enabled on the toolbar so the textures scale with it.
     
  8. YM

    aa YM LVL100 YM

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    They also look like they might be microbrushes. Source can't deal with brushes that are smaller than 1 unit on any axis and it looks like that's what you're getting
     
  9. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    Thanks for all the help! I'll be sure to look into propper and use proper brushwork:D. The 'i' worked by the way, so thanks for that!
     
  10. Pocket

    aa Pocket func_croc

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    *le gasp* It's a Smissmas miracle!