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
