Pretty much what the topic heading indicates. Several people on the level design team for a Source mod I'm working on have noticed precisely the same thing. When editing a complex shape, usually a torus (I keep typing taurus and then editing it
), the vertices of each part are perfectly lined up on the grid and connect with the other pieces of the shape as one might expect. However, save the file and then reopen it and there are tiny vertex errors all over the place.
Initially I just thought this was Hammer being crappy with rounding errors or something like that. Many of you will no doubt have noticed the new Hammer's tendency to make certain brushes appear as if they are not perfectly square at times. When this happens, the brush will appear to have a slight error when zooming out to a certain level. However, the brush is actually fine in these instances.
The problems I'm having actually involve geometry being altered. I initially thought it was perhaps some new feature where Hammer auto-fixes invalid geometry, but I've yet to trigger an invalid solid warning when using map->check for problems. I've never had such a problem using the old Hammer.
Also, has anyone else noticed that func_details currently split world geometry and look as if they are split themselves? When I load my map using sv_cheats and use mat_wireframe 1 it's subdiv city. I've used func_walls and func_illusionaries heavily for light fixtures and complex detail brushes in HL1 and this has never been a problem. I was under the impression that func_details behave exactly like world brushes except they are discarded during compilation when performing cuts/visibility calculations. Does anyone know what the problem is or whether I'm doing something wrong, or is it the compile tools?
I'll go install Photoshop then post a few pics. Didn't realise it wasn't installed otherwise I wouldn't have typed this post without including pics.