Jump to content
The Dark Mod Forums

Clipper tool error


Bridge

Recommended Posts

For some reason when I use the clipper tool to split brushes the sides that are supposed to face the split are non-existent. This just started happening, it worked fine yesterday. I'm thinking I unwittingly changed something seeing as it's not the brushes on the map I'm working on that are at fault. Help would be greatly appreciated.

post-29430-0-01552600-1385054410_thumb.png

Edited by Bridge
Link to comment
Share on other sites

  • 2 weeks later...

I have been using clipper and CSG substract lately and sometimes I have weird (internal) leaks, with the pointfile going right through some walls. The walls have solid textures except on the edges which were calked or nodrawed. But edges should not be an issue right? And maybe my walls were a bit overlapping each other as I had been messing around with them a lot, and that was the issue. Ultimately I destroyed everything and cut my openings properly, and now it works. I am not sure about clipper, but I read in Fidcal's A-Z guide that CSG substract is hated by some mappers, guess that is the reason! However, any advice would be greatly appreciated ;)

Jared, is that you ?

Must be rats...

Link to comment
Share on other sites

I have been using clipper and CSG substract lately and sometimes I have weird (internal) leaks, with the pointfile going right through some walls. The walls have solid textures except on the edges which were calked or nodrawed. But edges should not be an issue right? And maybe my walls were a bit overlapping each other as I had been messing around with them a lot, and that was the issue. Ultimately I destroyed everything and cut my openings properly, and now it works. I am not sure about clipper, but I read in Fidcal's A-Z guide that CSG substract is hated by some mappers, guess that is the reason! However, any advice would be greatly appreciated ;)

 

The clipper is a good reliable tool to use.

 

CSG subtract should be avoided; it tends to leave slivers around, which DR can quickly knock out of alignment, causing leaks.

 

Nodraw textures don't seal against the void. If they appear on one or more faces of a brush--even if those faces can't be seen from inside the map--that brush won't seal against the void.

  • Like 1
Link to comment
Share on other sites

CSG subtract works well for rectangular/square-shaped objects when all is on the grid.

If you are going to use it to split angular objects, then I suggest to convert to func_static after doing the subtraction, then convert that to .ase and use it as a model.

  • Like 1

System: Mageia Linux Cauldron, aka Mageia 8

Link to comment
Share on other sites

CSG subtract works well for rectangular/square-shaped objects when all is on the grid.

 

Yes, I think it screwed up because I used it to cut a door opening that needed grid 1 adjustments. And then went back to grid 16 and used CSG substract, hence the splinters grayman talked about I guess.

 

If you are going to use it to split angular objects, then I suggest to convert to func_static after doing the subtraction, then convert that to .ase and use it as a model.

 

What do you mean by splitting angular objects?

(BTW: didn't know you can convert func_static to .ase, this can be useful if you use the same prefab many times to save drawcalls, right?)

Jared, is that you ?

Must be rats...

Link to comment
Share on other sites

(BTW: didn't know you can convert func_static to .ase, this can be useful if you use the same prefab many times to save drawcalls, right?)

 

Yes. I had a gable window setup that had a lot of angles and--over time--DR was shifting it around. I reset it to its original design, saved it out as a model, and used it a couple of times. Now it never changes, saving me a lot of grief.

  • Like 1
Link to comment
Share on other sites

What do you mean by splitting angular objects?

I meant to say that if you use a rectangular brush to do subtract on another rectangular brush (say, subtract a door-sized brush from a wall-sized brush to make a doorway), you should end up with a few smaller rectangular brushes as the wall...3 or 4 total...all clean brushes still on the grid. It's when you do this using brushes with angled faces, that's when things can get crazy. Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
×
×
  • Create New...