 Urgh
#10507 posted by bambuz on 2006/07/12 10:00:34
I probably didn't make sense. I'll try at home.
#10508 posted by Vigil on 2006/07/12 10:55:18
Well, there's the tut right there.
 That Is The Tutorial
#10509 posted by HeadThump on 2006/07/12 12:17:02
I learned to bend and skewer in an orderly fashion when I was getting the hang of radiant, Speedy. I guess I owe you some thanks for it.
 Pie
#10510 posted by R.P.G. on 2006/07/12 12:55:58
Ray, yeah, I remember you liked an "evolution of the curve" image I made a few years ago. I specifically had in mind to write something about domes, too.
Blitz, Say whoot?
bambuz, yeah, start with the 0:1, 1:2, 2:1, 1:0 curve, clip off the vertices to get a 24-sided circle. Note that all the ratios are still 0:1, 1:2, or 1:4 (or the inverse of these). When you start getting off the 1:x ratio by clipping off all the vertices again, then you get some faces which are clearly smaller than the others, and the illusion is hampered.
gibbie seems to favor 12- and 24-sided curves that never have faces with 1:0 or 0:1 slopes, but the downside is that the curves must be much larger. A 24-sided circle using that method must be at least 128x128, whereas the other method lets you get down to 32x32 for a circle and all the vertices are still on integer grid units.
(Where is the pie icon? I need a circle for this post.)
 I Just Use The N-sided Brush Feature And Snap The Result To Grid 1
#10511 posted by BlackDog on 2006/07/12 15:52:24
No thinkings necessary that way. You do need Radiant though.
 Since The Original Is Missing
#10512 posted by bambuz on 2006/07/12 17:02:24
I made some very basic pics for newbies. They were helpful for me at least at the time.
http://skynet.campus.luth.se/~chosen/bam/curvtutt/
 Self Lifting?
#10513 posted by nakasuhito on 2006/07/12 21:33:15
how is it not posible to stand on a box and not be ablet to lift yourself?
i tried, but this shit doesnt work! it has to work, i mean, how it cant? damn this shit!
 Hmm... 12 Sided Hollow Curved Pipes
#10514 posted by than on 2006/07/12 21:39:03
one of the things not mentioned in tutorials (even czgs) is how to create HOLLOW pipes that fit on the grid and can be curved around. In Worldcraft, this is childsplay, but I had problems when attempting it in radiant because the selection method is fundamentally different, and attempting to skew a group of selected brushes usually results in a mess. I heard that the more recent versions have another group selection method, so maybe it is worth investigating again.
SPoG's big Q2 map (spogsp1) had some of the most ludicrous pipes I have ever seen, and it was SPoG who showed me how to make pipes in the first place (as well as a couple of other very cool brush techniques).
 Than
#10515 posted by gone on 2006/07/13 01:26:12
than, you skew brushes 1 by 1 :|
and why pipes only, u can do things like http://img240.imageshack.us/img240/7074/arena14vw.jpg
(wanted to try such thing, after seeing unreal map with hallways going in many directions from a circular room)
 Hm
#10516 posted by gibbie on 2006/07/13 03:45:05
than, you use the three point clipper (in gtkrad).
i once made this template map for inertia (also in gtkrad). it has properly aligned textures on 12 and 24 sided curves and a dome also with aligned textures i think. this dome you can use to make hollow pipes as well.
Curve template map:
http://www.student.vu.nl/h.e.beck/curves_template_map.zip
note: it is wise to uncheck snap to integer grid (prefs -> settings -> brush) before you start with extensive curve editing.
 ?
#10517 posted by than on 2006/07/13 03:48:41
can't tell what is going on there (a series of arches in a circle?), but the reason I was thinking pipes might be the best thing to use for and explanation is that pipes are probably the most complex yet common shape to make. Anyway, other stuff would also be worth explaining I guess, but curved pipes are one of the most tricky things to make if you don't know the easy way. Making a regular arch is simply a case of slapping a few wedges in the corners of a square doorway :)
 Integer Grid...
#10518 posted by than on 2006/07/13 03:52:14
is required in worldcraft unfortunately, which means that some types of curve are impossible to make, and are certainly impossible to make at a small detail level.
Your curvy maps are very impressive, so perhaps you should write a curve tut for radiant/Quark/whatever you are using these days. I'd really like to know how to make easy curves in radiant like you can in Worldcraft.
#10519 posted by gibbie on 2006/07/13 04:05:21
i've added a simple curved pipe to the curve template map (same link).
all these curves in this template map are on grids >= 1, so these curves should also be possible to make in wc.
ok, i'll think about writing a little tutorial, but atm i'm kinda busy :(
 Than
#10520 posted by gone on 2006/07/13 05:29:44
Hollow pipes are done same as in my tut - slice then skew. You just need to skew each brush of the pipe individualy, cant operate the group.
Never yoused 3-point clipping, its rather complex.
 The Original Tut
#10521 posted by bambuz on 2006/07/13 06:06:09
I think it mentioned how to make a solid cylinder curving.
You take the cylinder sideways and stretch lengthwise, clip the end at an angle, stretch sideways (so it's overwide!) and then skew it (it thins to perfect diameter again!). It was a clever trick how the stretch/skew numbers match, since it goes to grid eventually. I don't remember the technique exactly.
Would extrapolating that to a hollow pipe be not straightforward?
#10522 posted by gone on 2006/07/13 06:26:42
except you dont need to stretch "sideways" if you make the sides parallel
 Well
#10523 posted by bambuz on 2006/07/13 14:14:05
This is how I did a hollow 6-sided pipe:
http://skynet.campus.luth.se/~chosen/bam/curvtutt/tutu.html
Result:
http://skynet.campus.luth.se/~chosen/bam/curvtutt/tokamak6.png
The map and bsp are in the dir too. All was shown originally in czg's tutorial that is not online now. All glory unto him.
 So, Prey Released
#10524 posted by BlackDog on 2006/07/13 15:57:41
...Team Fortress 2 on the way...
http://www.gamespot.com/news/6153984.html
...DNF soon?
Soon we won't have any vapourware to bitch about. :(
 There Will Always Be Vapourware To Bitch About...
#10525 posted by Tron on 2006/07/14 00:31:17
Even if TF2 DNF and any other games I can't think of right now come out we will still be able to complain that they should release the earlier versions from before restarts. :)
 New Discuss Thread Opened!
#10526 posted by Thalick on 2006/07/14 01:37:58
#10527 posted by Kinn on 2006/07/14 04:49:19
yeah cheers we saw it.
those damn quake bugs always ruining my game and shit
 I Think
#10528 posted by bambuz on 2006/07/14 07:43:24
One bad bug is the clipping hulls not always working right with funny angled brushes. Could someone look into that? Is that a qbsp issue or engine?
 Than
#10529 posted by SleepwalkR on 2006/07/14 09:50:37
In Worldcraft, you can always cheat. What I mean is the curves don't have to be exact to look good. Look at headshot's Bless, it's created with WC only, yet he managed to get the curves to look great without any fancy editing tweaks.
 Circular Reasoning
#10530 posted by Preach on 2006/07/14 11:09:24
I'd also say, there's no real need for every curve in a map to be aspiring to be a circle, you could do some very nice things with a parabola instead for example. The parabola is also nice because you get exact integer results very easily, since it's just some scaling of y = x * x. The step sizes in the y direction should just count up the odd numbers: 1,3,5,7...while the x step is constant for each segement of the curve. You'd probably want to scale this afterwards though, it's quite steep otherwise.
 I Miswrote
#10531 posted by bambuz on 2006/07/14 11:34:49
My curved pipe was 12-sided (instead of 6 what I wrote), so it is a specific answer to than's question.
In WC, no individual brush / face / vertex editing is required after you've done the first brush by vertex editing. I don't know how to do this in gtkradiant since it doesn't work similarly with the shear/stretch functions.
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