Game Development Community

Vertex Editing

by Nathan Kent · in Constructor · 10/15/2007 (1:49 pm) · 6 replies

Does anyone know where a good vertex editing tutorial is? Every time I try to create a complex model by modifying the vertexes into the proper shape, I get angry red lines! What do I do to fix this?

#1
10/15/2007 (2:13 pm)
If i understand the problem correctly, you must make sure that by modifying the vertexes manually the brush doesn't turn into a concave. Meaning if you "extend" the edges of your brush they should not run through it.
#2
10/15/2007 (2:19 pm)
I tried that, but I still got the red lines. What you're saying makes sence, but it doesn't seem to work for me...
#3
10/16/2007 (6:43 am)
The verts (all four of them) need to be a 100% planar (flat face) surface. If any one of the four get out of line, the 'angry' red lines appear. Remember, that all polygons are drawn as triangle faces, and you are working with squares. Correct me if I'm wrong, but in those sittuations, you are likely going to have to manually create the triangular shapes with wedges.
#4
10/16/2007 (6:55 am)
The only other possible thing that might be tripping you up is that you have grid spacing on and are only moving one of the verts thus making the others out of alignment. If thats the case turn off grid spacing. Otherwise what Woody said is absolutely correct.

The "angry red lines" are warning you that you may have just created a concave shape. If you don't understand the difference between concave and convex this should clear things up.
#5
10/16/2007 (8:21 am)
I've seen this happen with verts on the same edge. Theoretically, grabbing/moving same edge verts "should" keep the flat faces and corresponding triangles consistent with the move. As long as you stay convex that is; which the previous disclaimer stated. It's hard to get away from vert modification when you come from a traditional 3D app editor to a CSG editor.

I've always heard with brushes that one should stick to face and/or brush manipulation but avoid messing with verts. Which always begged the question, why give the vert option in the first place?
#6
10/17/2007 (3:29 pm)
I've had times where moving a group of verts in the X direction, let's say, will keep them together and planar on that face... but like James said, if grid snapping is turned on, there's nothing preventing those same verts from snapping to the grid in the Y and/or Z direction(s)... which is where I've ran into problems before as well.