 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.
 Bambuz
#10532 posted by Kinn on 2006/07/14 11:45:30
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?
I believe the latest qbsp compilers (aguire, tyrann) have made massive improvements in this regard.
 Kinn/bambuz
#10533 posted by metlslime on 2006/07/14 12:51:16
I hesitate to say that they completely solved that problem, but they've added code that deals with most of the situations. I think any remaining problems may be an inevitable result of math imprecision.
 New Quake 1 Single Player Episode
#10534 posted by Orl on 2006/07/14 12:07:38
[This was a duplicate news post -- for info on this episode, go here:]
http://www.celephais.net/board/view_thread.php?id=46894
 Clipping Hulls
#10535 posted by bear on 2006/07/15 06:14:25
if they have indeed fixed or solved the clipping hull problems that's like the best thing ever!
 !!
#10536 posted by Zwiffle on 2006/07/15 12:33:31
Is anyone (looking at Spog) going to add Prey support to GtK? Preditor sucks afaict (just like DoomEdit, blech) and it's just really cumbersome to use. If so, get on it!
 Quake Help Wanted
#10537 posted by DaMaul on 2006/07/16 13:32:51
Hi Chaps, it's your old chum DaMaul here!
I need to ask for a bit of help if I may...
1) What's currently the best Quake port for taking nice screenshots in?
2) What do I need in order to be able to record videos from inside quake? ( and maybe also on PC games in general )
First person to help me gets a ham sandwich!
 Holy Crap, My Hero(sandwhich) In A McCann
#10538 posted by HeadThump on 2006/07/16 13:56:47
FitzQuake is the best all around for a modern port that has hardware accelerated smoothness but still retains the look and feel of software Quake. I typicaly use the software client toChis at a highresolution from my screenshots, for the classic 256 colors dithered together goodforyouness.
As for the second question, I have no idea.
#10539 posted by Trinca on 2006/07/16 15:12:56
FitzQuake
joequake
darkplaces
qrack
e.t.c.
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