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Author Topic: Adjusting Subtractions  (Read 1209 times)
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Lazerblade
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« on: April 16, 2006, 11:30:25 PM »

Hey all. Been a while since I've done any mapping for RvS. I'm looking into starting back up though, to hone my UEd skills for working on TR stuff and modelling purposes. So I'm going to attempt an exact replica of my dorm/apartment and a projected replication of the entire building based on the apartment I live in (assuming all of the apartments are laid out the same, but I'll change it up with mesh placement so it doesn't look too cloned).

So my question is for those experienced in mapping. I've tried similar things in the past with mixed results. Is it possible to alter a subtractions vertices after the subtraction has been placed and textured, without issues of holes and surface problems? I assume I'll have to adjust textures eventually to tweak the look and alignment, which isn't a big deal, but while working on a castle map back in the day I did some sub vertex editing and ran into issues with pathing, spawn placement, and holes, so I'm wondering if this problem still exists and/or if anyone has any tricks (other than SNAP- that one's a given) to prevent such issues.
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YHWH
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« Reply #1 on: April 17, 2006, 01:53:34 AM »

Wasn't that a Source mod?
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Lazerblade
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« Reply #2 on: April 17, 2006, 05:33:08 PM »

Regardless of the engine, meshes should be made externally and texturing/UV-wrapping isn't something you can do inside an engine.
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mas
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« Reply #3 on: April 18, 2006, 10:45:11 PM »

If I remember well: Make sure to set the grid snap always on 16. Go into vertex editing and draw a selection of vertices holding Control and Shift. Once selected you can move those. If those vertices were not on the grid from the start, you´ll keep running into problems.
So keep your work very clean, on gridsnap 16.
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FUBAR
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« Reply #4 on: April 19, 2006, 12:17:23 PM »

Quote from: mas
If I remember well: Make sure to set the grid snap always on 16. Go into vertex editing and draw a selection of vertices holding Control and Shift. Once selected you can move those. If those vertices were not on the grid from the start, youŽll keep running into problems.
So keep your work very clean, on gridsnap 16.


doesnt matter what grid its set too
just make sure snap to grid is on
if vertex isnt snapped select vertex and right click mouse it will snap to closest grid
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Lazerblade
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« Reply #5 on: April 20, 2006, 02:54:58 AM »

Quote from: LazerDKA
...my question is for those experienced in mapping. I've tried similar things in the past with mixed results. Is it possible to alter a subtractions vertices after the subtraction has been placed and textured, without issues of holes and surface problems?...if anyone has any tricks (other than SNAP- that one's a given) to prevent such issues.


Still looking for an answer to the original question. Anyone heard of problems happening? If so, what occurs and how was the problem overcome?
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FUBAR
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« Reply #6 on: April 20, 2006, 06:08:16 AM »

never had problems and i use vertexs move all the time
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« Reply #7 on: April 23, 2006, 12:19:43 AM »

And I recommend gridsnap 16
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YHWH
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« Reply #8 on: April 23, 2006, 12:24:12 PM »

I always go with grid snap 1
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MiStA PePPa
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« Reply #9 on: May 03, 2006, 07:00:22 AM »

just make sure to rebuild geometry after you alter them. I don't recall any problems with moving verts on sub's so have at it.
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