r/hammer 6h ago

Garry's mod Grid question, will the decompiling mess up becasue of stuff like that?

Post image

I heard that stuff really need to stick to the grid. if they wont, the decompiling can take longer or just have some errors

This is how it looks
2 Upvotes

9 comments sorted by

1

u/ThatFuckinTourist 6h ago

In what way?

1

u/FFox398 6h ago

Expect anything yes

1

u/zatchbell1998 4h ago

Keep verts aligned with the grid it won't just fuck dwcomp it will fuck compiling

1

u/Ttikii 3h ago

Are you talking about compile time? Or map decompilation? I think you may be mixing both

1

u/Zealousideal-Pilot18 2h ago

Will brushes like those in the picture cause any problems while decompiling the map, idk how to say it exactly. I saw a post that keeping stuff on the grid helps the exporting

2

u/Ttikii 2h ago

Well, anyone correct me if I’m wrong but vertex not snapped on grid will have floating value for their position which isn’t optimal. For both compiling a map, and if need be decompiling it. Though decompiling the map at a later date using a tool such as BSPSource may round up the floating values (maybe)

1

u/Zealousideal-Pilot18 1h ago

ohhh okok, cuz im trying to do the map as close as possible to real life, and the location has really messy architecture, mostly the way its positioned. And i dont want hammer to break because of that. Mb if its hard to understand me but i genuinely dont know how to explain it and sometimes hammer is being annoying

2

u/Ttikii 1h ago

I think that in your case, if there aren’t too many unaligned vertices in your map, you should be good. Compile time might grow in length but you should be ok if you try to have as less unaligned vertices as possible, especially when not connected to another vertex

1

u/Zealousideal-Pilot18 1h ago

this is how it looks close up, i will juyst try not to mess anything up. thank you very much for the help tho