It wouldn't be hard, although in some cases it would distort your geometry.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Minh
Sent: Tuesday, June 02, 2009 4:00 AM
To: Discussion of Half-Life Mapping
Subject: Re: [hlmappers] Units

I second that suggestion. There's nothing more irritating than having
brushes that are off the grid. Which brings up a feature request. David,
how feasible would it be to include a hammer feature that would
automatically snap ALL vertices of every brush to the nearest grid unit?

David Speyrer wrote:
> It's probably best to leave your geometry on the grid unless it's early 
> enough in your level construction to consider reworking the existing areas.
>
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Nathan West
> Sent: Monday, June 01, 2009 12:35 PM
> To: Discussion of Half-Life Mapping
> Subject: Re: [hlmappers] Units
>
> That's wonderful... so would you recommend I bring everything up by a 4/3
> scale, or just leave it all nice and grid snapped? I know in a normal case
> it wouldn't make much of a difference, but I made the questionable decision
> to map out a real world location, so I'm trying to be as accurate as is
> reasonable. Also, on a totally different topic, how do I create a 112x56
> frame around the 48x108 door?
>
> On Mon, Jun 1, 2009 at 2:45 PM, John Sheu <[email protected]> wrote:
>
>
>> 2009/6/1 David Speyrer <[email protected]>
>>
>>
>>> Hammer entity fields that take distance are in units. Fields that take
>>> speed are in units per second. These are inches and inches per second by
>>> default. We don't explicitly call them "inches" in Hammer because one
>>>
>> could
>>
>>> make a mod where units are centimeters, bloits, or beard-seconds as your
>>> game required.
>>>
>>>
>> It's gotta be one pretty crazy mod, where linear dimensions are given in
>> units involving reciprocal seconds.  (re: beard-seconds)
>>
>> -John Sheu
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>>
>>
>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlmappers


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlmappers

Reply via email to