Slight Hammer problem

J-M v2.5.5

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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?
 

evilsquirrel

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you close all the other windows behind hammer - mostly the steam my games window...

or restart your computer...its not actually an option.
 
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J-M v2.5.5

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I've searched everywhere for options and I can't find it. Not even in Hammer's manual, not even in the registry.

I guess I'm going to restart now.
 

WeissberV

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that happened to me once, but like evil said only way to fix it is restart, iworked for me :p
 

Thothie

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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.
 

PBarnum

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I could never get around that so I would always have to restart my computer or just go to tools -> transform -> rotate.
 

J-M v2.5.5

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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.
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.
 

evilsquirrel

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pssshh, rotating isn't bad as long as you rotate 90 degrees!

take foutpost for example. the....the whole map...i rotated it before i compiled...lol...
 

J-M v2.5.5

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evilsquirrel said:
take foutpost for example. the....the whole map...i rotated it before i compiled...lol...
Dude, seriously :|

Also, I just realized that I actually did rotate a few objects (three in total), but I rotated two of them 30 degrees and the third one 90 degrees. I have the "rotate in 15 degrees" option turned on so I can't really mess up.
 

evilsquirrel

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i don't play with visgroups much - usually i just hide what i need hidden when i need it hidden, and leave everything visible otherwise...my eyes are trained to pinpoint exactly which line in the grid i should align things to, i can also determine the 3d shape from only the 2d perspectives.
 

J-M v2.5.5

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I know what I'm seeing and all, but I have assloads of visgroups. This one building which I kind of overdid the detail on (2600+ WPOLY in-game) has about 820 solids, divided into ten or so visgroups. I've got so many visgroups that it's becoming annoying to scroll the list and search for them because they're not alphabetically sorted.
 

Thothie

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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.
 

WeissberV

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u only can rotate cubes in any rotation but if it isn't a cube it has to be rotated by 90 degrees
 

J-M v2.5.5

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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.
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.

I know what I'm doing, I have over six years of Hammer experience.
 

Thothie

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I dunno, yer free-form rotating and getting a 2600 poly object things does not inspire confidence. ;)

u only can rotate cubes in any rotation but if it isn't a cube it has to be rotated by 90 degrees
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.
 

J-M v2.5.5

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Thothie said:
I dunno, yer free-form rotating and getting a 2600 poly object things does not inspire confidence. ;)
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.
 

J-M v2.5.5

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Hmm, it appears I've stumbled upon a problem I can't solve. I've un-detailed that big house a bit and it's now down to approximately 1400 WPOLY (which means I have some more work to do) and I've added some visblockers. The map I'm working on is divided into three parts that are lying next to each other, but once you're in the middle part you can see a few func_wall entities in the left and right parts. If you're in the left part or the right part, you can see a func_wall entity from the middle part. I have no idea what's causing this, but without having to send you a 30 MB wadfile, Thothie, could you take a wild guess and tell me what my problem is?
 
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