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You know how you can rotate an object if you click on it twice in a 2D-view? I somehow disabled that and can't find a way to undo it. How2fix?
I only rotate a few blocks I use to measure the sizes of things. I haven't actually rotated any brush that's going to be a part of the final map.Thothie said:Yeah, I find the visual rotator tends to cause fubar, even with the constrain on, so I suggest sticking to ctrl+M - although rotating in general tends to fubar.
Dude, seriously :|evilsquirrel said:take foutpost for example. the....the whole map...i rotated it before i compiled...lol...
Don't worry; due to me overdetailing my map (2600+ WPOLY holy fuck) I had to delete some objects, including two of the things I rotated. However, do keep in mind that all the three objects I rotated (of which one is left) are all func_wall.Thothie said:If you've been rotating joined objects in anything but perfect sets of 90 degrees (and that's assuming the objects have 90 degree corner) you'll get a lot of insane splitting, as, due to the usual RMF<->MAP float point variants, they'll all wind up 0.00001 units off point, and get split inside the engine. I'd load that object into HLDM and put the gl_wireframe to 1. I'm willing to bet ye have mad splits on it.
That's not true either. If you take a hollow cubic object, and turn it 33 degrees, it will most often leak because, again, RMF rotation is not the same as the final output. Meaning, if it's somewhere where it doesn't leak, it will at least split like mad. The only time you can for-sure get away with rotating something, is when three or four corners are 90 degrees, and then you can only get away with 90 degree rotation. The exception being that you rotate something, and then re-align every vertex to the grid. So sayeth Saint Tommy14 and a lot of trial and error on Calruin2.u only can rotate cubes in any rotation but if it isn't a cube it has to be rotated by 90 degrees
The 2600+ WPOLY thing was only due to the fact that I made a three-story L-shaped building that has 20 rooms you can stay in, every room has a window and a door, then there are some other windows and doors in the building, they all have wooden frames (so it doesn't look like shit) and there are about four staircases, there's a terrace attached to the building that's supported by marble pillars, and I think that covers about it. That building consists of about 820 brushes but I'm obviously going to have to make it smaller. Also, do keep in mind that I textured every single face you can't see with NULL. Or rather, every new brush I create is textured in NULL, and I only texture the faces which I'm sure the player will see. I map with deadly accuracy, trust me.Thothie said:I dunno, yer free-form rotating and getting a 2600 poly object things does not inspire confidence.