BitBasher
30th Mar 2001, 04:11 AM
Two things I haven't fully figured out yet...
1. Snapping. I used the 2D editor to make a small cube, then I rotated 360 degrees, producing four sides. The effect I wanted was a square room, with a "shaft" in the middle (an area not subtracted). When I looked at the resulting builder brush after rotating it, it didn't quite get the dimensions I wanted, so I used vertex editing/dragging, to move some of the vertexes to the right places.
When I did this, I exported my builder brush to look at the resulting coordinates. I had TONS of fractions, ie, vertexes that were NOT snapped to my grid. I tried doing this again with different settings for grid snapping and vertex snapping. For the life of me, even though the vertexes appeared to "snap" visibly in the editor to the closest 16 unit grid, they didn't numerically snap.
Is there anyway to enforce snapping to the grid exactly when I drag vertexes around???
2. This leads to Merging. Because I couldn't get vertex snapping to work, I instead started subtracting the room, working around the center shaft. In the end I subtracted four cubes to produce a subtracted room with a center shaft (non-subtracted area). Now, after I got the room subtracted, I selected all the subtracted brushes (not the builder brush), and did a MERGE on them. I *thought* this could be used to optimize all four brushes, and help join up co-planar surfaces (such as the floor). It didn't.
Hmmm, can someone help me out a bit in understanding what merging actually does, and when should I use it? I was under the impression that it really helped in culling co-planar surfaces together into one larger surface, or something to that effect.
Thanks,
BB
1. Snapping. I used the 2D editor to make a small cube, then I rotated 360 degrees, producing four sides. The effect I wanted was a square room, with a "shaft" in the middle (an area not subtracted). When I looked at the resulting builder brush after rotating it, it didn't quite get the dimensions I wanted, so I used vertex editing/dragging, to move some of the vertexes to the right places.
When I did this, I exported my builder brush to look at the resulting coordinates. I had TONS of fractions, ie, vertexes that were NOT snapped to my grid. I tried doing this again with different settings for grid snapping and vertex snapping. For the life of me, even though the vertexes appeared to "snap" visibly in the editor to the closest 16 unit grid, they didn't numerically snap.
Is there anyway to enforce snapping to the grid exactly when I drag vertexes around???
2. This leads to Merging. Because I couldn't get vertex snapping to work, I instead started subtracting the room, working around the center shaft. In the end I subtracted four cubes to produce a subtracted room with a center shaft (non-subtracted area). Now, after I got the room subtracted, I selected all the subtracted brushes (not the builder brush), and did a MERGE on them. I *thought* this could be used to optimize all four brushes, and help join up co-planar surfaces (such as the floor). It didn't.
Hmmm, can someone help me out a bit in understanding what merging actually does, and when should I use it? I was under the impression that it really helped in culling co-planar surfaces together into one larger surface, or something to that effect.
Thanks,
BB