darkk_eden Posted April 21, 2015 Report Share Posted April 21, 2015 hi, im looking for a way wo make very thin objects in hammer editor. im trying to hang 3 fruitbaskets from a ceiling right under eachother with 4 very thin ropes. they dont need to be breakable, player collision or anything special. they just need to be visible. kind greetings Quote Link to comment Share on other sites More sharing options...
RaVaGe Posted April 21, 2015 Report Share Posted April 21, 2015 The smallest unit you can work with is 1, it's not that thin, but otherwise you have to use a 3D software and make a model. The other trick would be to use a keyframe_rope, and set a really small width on it, something like 0.5, I think it could work. 1488 and darkk_eden 2 Quote Link to comment Share on other sites More sharing options...
Klems Posted April 21, 2015 Report Share Posted April 21, 2015 The smallest unit you can work with is 1, it's not that thin, but otherwise you have to use a 3D software and make a model... You don't HAVE TO make a model for something smaller than 1, but if you're working at this scale it's probably best to use a model anyway. You can use alt to translate/rescale your object off the grid. Alternatively, you can rescale any brush with ctrl+M if you need more precision. There's rounding errors involved when you work off the grid (this includes rotations), this may cause invalid brushes and weird faces, you should avoid that as much as possible. But in this case if you want to make a rope you should just use keyframe_rope instead. Quote Link to comment Share on other sites More sharing options...
spence Posted April 22, 2015 Report Share Posted April 22, 2015 You can use alt to translate/rescale your object off the grid. Alternatively, you can rescale any brush with ctrl+M if you need more precision. You can get into microbrush territory if you scale objects too small or go below 1u when translating with the alt key so you have to be careful with this... Quote Link to comment Share on other sites More sharing options...
RaVaGe Posted April 22, 2015 Report Share Posted April 22, 2015 The smallest unit you can work with is 1, it's not that thin, but otherwise you have to use a 3D software and make a model... You don't HAVE TO make a model for something smaller than 1, but if you're working at this scale it's probably best to use a model anyway. You can use alt to translate/rescale your object off the grid. Alternatively, you can rescale any brush with ctrl+M if you need more precision. There's rounding errors involved when you work off the grid (this includes rotations), this may cause invalid brushes and weird faces, you should avoid that as much as possible. But in this case if you want to make a rope you should just use keyframe_rope instead. Going smaller on the grid should always be avoided that's why I didn't talked about that trick Quote Link to comment Share on other sites More sharing options...
Muffin Posted April 22, 2015 Report Share Posted April 22, 2015 I would never go below 8 units on the grid unless you have stairs. You could probably find a rope model online Quote Link to comment Share on other sites More sharing options...
Klems Posted April 22, 2015 Report Share Posted April 22, 2015 You can get into microbrush territory if you scale objects too small or go below 1u when translating with the alt key so you have to be careful with this... Going smaller on the grid should always be avoided that's why I didn't talked about that trick Yeah, that's what I said. To be honest I never had any issues working off the grid. It did happen on goldsrc, but never on the source engine. As long as you don't do something stupid, like using world brushes. I don't know the exact data structure used for brushes. Usually polyhedrons are caracterized by their faces, not their vertices. If theses faces are cut on the grid (= stored as integers), then it's fine. It doesn't matter if vertices are off the grid. Even then, I don't know if rotations are stored as "rotations" or as "geometry changes". Same for translations. If it's the former then everything is fine, as long as you don't re-clip your brush after the rotation. To put it simply, as long as you: - use a cuboid brush first - keep the clipping tool on the grid - don't use the clipping tool after a rotation/translation your brush SHOULD be valid and will show up in-game as it is in hammer. Remember it's all theory, I can't know for sure. What are you afraid of exactly? You can backup your map, there's autosave, instancing. The horrors of worldcraft are long gone. If all of this fails, the worse you have is an invalid brush or an invisible face. Mind you, I will still avoid that as much as possible. I would never go below 8 units on the grid unless you have stairs. You could probably find a rope model online Well that's just weird though. How do you make thin metal panels? Plywood? Vents? Muffin 1 Quote Link to comment Share on other sites More sharing options...
Muffin Posted April 23, 2015 Report Share Posted April 23, 2015 I would never go below 8 units on the grid unless you have stairs. You could probably find a rope model online Well that's just weird though. How do you make thin metal panels? Plywood? Vents? I meant in general for the basic structure of things. Vents, wood, metal, stairs, those are ok. But like making a giant tower out of 8 unit brushes is pretty crazy. Quote Link to comment Share on other sites More sharing options...
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