Staying on grid... why?
by Tom Spilman · in Artist Corner · 03/24/2005 (10:29 am) · 7 replies
Ok i've heard alot of people recommend that you should always work "on grid" within mapping tools like QuArK, Hammer, CartShop, etc. Map2dif can process floating point units now, but why is it so often recommended to avoid them (via the grid)?
I'm trying to get some real reasons here so that i correctly guide people using our exporter.
I'm trying to get some real reasons here so that i correctly guide people using our exporter.
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#2
I don't think it's necessarily a problem with floating point numbers but a problem with accurately lining up brushes.
03/24/2005 (12:46 pm)
I'm no authority, but from my experience, in worldcraft as well, if you are snapping to the grid then it is much easier to line things up exactly without any small floating point errors that can lead to light leaks or portalization problem.I don't think it's necessarily a problem with floating point numbers but a problem with accurately lining up brushes.
#3
03/25/2005 (12:51 pm)
As Clint mentioned, I do it to avoid leaks.
#4
03/25/2005 (1:03 pm)
Same here...
#5
03/28/2005 (8:14 am)
I don't think there is a way to NOT snap to a grid in CShop.
#6
03/28/2005 (8:26 am)
There are ways to get off grid in CartShop. Rotation in many cases puts you off grid. When you select a bunch of brushes then resize them as a group you can go off grid. There are other ways that i'm forgetting right now... but there are ways.
#7
03/31/2005 (10:43 pm)
In Quark I find it really hard to line up some things just right so they dont overlap. I MUST turn off the grids for brushes to not overlap, even holding down ctrl, its really funky. Maybe I need to use smaller grid units...
Alan Kantz