03-24-2008, 11:48 PM | #1 |
The last true Emperor
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"Best" way to make rounded (concave and convex) corners?
I'm making my first (of many) "testing" maps, where I figure out how to make gameplay work, in addition to getting the hang of the tools. I wanna get used to making rounded corners, but I'm not in the mood to test each method and see how much of a drain it is on compiling and framerate. I tried making one out of cylinders (http://www.halflifestorm.com/?page=t...ls&tutorial=19), but vbsp spewed errors when I tried it.
My question is; what method of making rounded corners is the least drain on framerates and compiling? ~ fixed that link for ya Last edited by Dr.Satan; 03-25-2008 at 02:21 AM. |
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03-25-2008, 01:00 AM | #2 |
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Use a slice, like a quarter slice, of a cylinder and then turn it into a func_detail!
Make sure not to give it to many sides, or the brush will be invalid! |
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03-25-2008, 01:44 AM | #3 | |
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03-25-2008, 06:59 AM | #4 |
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No problem! I forgot to mention how I do concave.
Imagine that the round part is contained in a square. Make triangles with the vertices on the round part, and the third vertex of each on the corner diagonally opposite the midpoint of the curve. Maybe that's not so straightfoward, so here's some pics I made awhile back: This one has flat sides at the ends to meet up with walls, but those can be clipped off if unneccessary like for, say, a floor. I usually start with an arch when doing this, some people carve a block and with a cylinder adn then vertex manipulate it, either way, your result should look something like this. Another pic: bit less straightforward than convex eh lol. |
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03-25-2008, 11:49 AM | #5 |
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i'll show you how i made all the corners in the below picture round when i get home, assuming i remember. i'll also show you the disadvantage to it in some situations.
practice with displacements
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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04-05-2008, 12:26 AM | #6 | |
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04-05-2008, 01:29 AM | #7 |
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lol, sorry i forgot all about this, i'll try to get to it tonight..
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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04-07-2008, 12:07 AM | #8 | |
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04-07-2008, 12:52 AM | #9 |
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Until Gambit remembers, I found this tutorial:
http://www.halflifestorm.com/?page=t...ls&tutorial=20 Covers both Convex and concave corners. |
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04-07-2008, 03:32 AM | #10 | |
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04-07-2008, 11:26 AM | #11 |
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Zip hit me up on steam tonight and remind me please.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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04-08-2008, 11:29 AM | #12 |
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ok, i did not feel like taking SS's and writing a whole tutorial, the one i learned and started from was the one posted above by roland(i believe). there are SEVERAL ways you can do this, i will tell you how to do it one way(not the way i do it because i'm not posting screenies), once you do this a few times you'll advance as i did.
create a 128 x 128 cylinder, lets say 16 sides.(i usually use the arch tool) cut out a 1/4 of it. you should now have a arch/quarter sphere 64 x 64. now, lets say it is 64 units tall, click it and hold shift(copies it) and place the copy directly above it touching it, do the same below it. you should now have a 192 tall arch.(the other tutorial says 2 copies above and below but i find 1 to be just fine) now, click on your texture tool and select all outside face EXCEPT the back end(just select the curve faces) on all 3 pieces, then click on the "displacements" tab, click "create" pick whatever power you want. then click "subdivide". NOW...i want you to look at the top copy and the bottom one, do you see how it curved in? that is why you create a copy above and below. THERE, kinda crappy and didnt spend much time on it, figured i'd do it while i drink my morning Java Monster,lol. yes its crappy and as i said before there are MANY different ways to achieve the same effect. below is the only image i could find in my album that shows the disadvantage in some situations(i've yet to figure out how to fix it) look at the bottom right, see the lines? thats a displacement that is nicely curved but it looks as if its not.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- Last edited by GambiT; 04-08-2008 at 12:26 PM. |
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04-08-2008, 09:30 PM | #13 |
The last true Emperor
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Thanks! I'll experiment with it for a bit.
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