[SOLVED] Custom catwalk, trying for perfect match
Quote from Konke on January 3, 2015, 12:17 pmHey mates, long time since I posted here. I've been keen on getting started on a new map project, and so far it's going pretty well. There is one thing I'd like some tips on though. Whenever I try to create a func_detail on my own and I want to get into details, the grid system doesn't make me work the way I want to.
Let's say I want to create a custom damaged catwalk. First of all I create a block with the size and textures that I want. Then I use the clipping tool and bend some pieces. The problem is that the pieces I bend, rarely match up with the original, undamaged, catwalk. It's like this tiny portion that's in between even if I work with the lowest size of the grid (1), I can't match them perfectly.
How do you usually solve these problems? And I don't want to use the prop_static models. I'd like to learn how to build my ownn custom. Thanks in advance!
Hey mates, long time since I posted here. I've been keen on getting started on a new map project, and so far it's going pretty well. There is one thing I'd like some tips on though. Whenever I try to create a func_detail on my own and I want to get into details, the grid system doesn't make me work the way I want to.
Let's say I want to create a custom damaged catwalk. First of all I create a block with the size and textures that I want. Then I use the clipping tool and bend some pieces. The problem is that the pieces I bend, rarely match up with the original, undamaged, catwalk. It's like this tiny portion that's in between even if I work with the lowest size of the grid (1), I can't match them perfectly.
How do you usually solve these problems? And I don't want to use the prop_static models. I'd like to learn how to build my ownn custom. Thanks in advance!
Quote from CamBen on January 3, 2015, 12:48 pmFor broken catwalks that you don't want to use the default model, I'd suggest modifying the actual models in a model editor.
If you can't do that, you can hold the ALT key while clipping brushes to clip them off grid. If the brush pieces get any thinner than 1 unit though, they will become invalid and deleted next time you open the map.So a brush of 0.89 units in width will be deleted
A brush of 1.46 units would be okay
For broken catwalks that you don't want to use the default model, I'd suggest modifying the actual models in a model editor.
If you can't do that, you can hold the ALT key while clipping brushes to clip them off grid. If the brush pieces get any thinner than 1 unit though, they will become invalid and deleted next time you open the map.
So a brush of 0.89 units in width will be deleted
A brush of 1.46 units would be okay
Aperture Science: We do our science asbestos we can!
Quote from Konke on January 3, 2015, 2:50 pmCamBen wrote:For broken catwalks that you don't want to use the default model, I'd suggest modifying the actual models in a model editor.
If you can't do that, you can hold the ALT key while clipping brushes to clip them off grid. If the brush pieces get any thinner than 1 unit though, they will become invalid and deleted next time you open the map.So a brush of 0.89 units in width will be deleted
A brush of 1.46 units would be okayThank you! Yes, having 3D modelling and texturing would be nice. The alt key did the trick but finding the exact spot with the mouse takes a steady hand. Although I think I recall someone once said that it's not recommended to snap out of the grid. Do you know why'd that be?
If you can't do that, you can hold the ALT key while clipping brushes to clip them off grid. If the brush pieces get any thinner than 1 unit though, they will become invalid and deleted next time you open the map.
So a brush of 0.89 units in width will be deleted
A brush of 1.46 units would be okay
Thank you! Yes, having 3D modelling and texturing would be nice. The alt key did the trick but finding the exact spot with the mouse takes a steady hand. Although I think I recall someone once said that it's not recommended to snap out of the grid. Do you know why'd that be?
Quote from CamBen on January 4, 2015, 4:01 amProbably because of the whole thing about the walls becoming invalid if they're too thin, and because sometimes having off-grid vertices can corrupt a brush but that mainly happens with stuff like toruses and spheres.
Probably because of the whole thing about the walls becoming invalid if they're too thin, and because sometimes having off-grid vertices can corrupt a brush but that mainly happens with stuff like toruses and spheres.
Aperture Science: We do our science asbestos we can!
Quote from Konke on January 4, 2015, 7:00 amBy the way, I just discovered the vertex manipulation tool. This tool seems to be able to align the edges perfectly with the grid system. However I've heard that VERTEX textures are to be avoided. What of this tool? Is it safe, recommended, or not?
By the way, I just discovered the vertex manipulation tool. This tool seems to be able to align the edges perfectly with the grid system. However I've heard that VERTEX textures are to be avoided. What of this tool? Is it safe, recommended, or not?
Quote from FelixGriffin on January 4, 2015, 11:44 amVertex textures are special textures meant to be used on models, which cause strange behavior when used on brushes. They are so called because the lighting for them is meant to be calculated from each vertex, rather than from each edge or face.
The vertex TOOL is something else entirely. It's possible to make invalid brush shapes with it (for example, by trying to turn a single brush concave), but other than that it's perfectly "safe". There's nothing wrong with using it.
Vertex textures are special textures meant to be used on models, which cause strange behavior when used on brushes. They are so called because the lighting for them is meant to be calculated from each vertex, rather than from each edge or face.
The vertex TOOL is something else entirely. It's possible to make invalid brush shapes with it (for example, by trying to turn a single brush concave), but other than that it's perfectly "safe". There's nothing wrong with using it.
Quote from josepezdj on January 5, 2015, 7:31 amIn order to align each catwalk to the next one, I use to do like this: once the grid set to 1 unit, I select the prop and drag from one of the handles around it towards the next prop, like "resizing" the prop; this of course doesn't actually resize the prop, but it makes it closer to the other prop. You should surely go doing this dragging maneuver little by little until you are satisfied with the distance between both props and the relative position...
You can achieve really close props this way.
In order to align each catwalk to the next one, I use to do like this: once the grid set to 1 unit, I select the prop and drag from one of the handles around it towards the next prop, like "resizing" the prop; this of course doesn't actually resize the prop, but it makes it closer to the other prop. You should surely go doing this dragging maneuver little by little until you are satisfied with the distance between both props and the relative position...
You can achieve really close props this way.
Quote from Konke on January 6, 2015, 11:39 amI'll try your suggestion, josepezdj. Altough I'm still pretty curious about the vertex tool. I tried to create a damaged panel that I wanted to bend. To align it perfectly I used the vertex tool. At least it looked perfect in Hammer until I went ingame and then the panel had odd, sharp edges where I used the vertex tool. Is this a common problem? Perhaps there are some good tutorials I could use aswell.
I'll try your suggestion, josepezdj. Altough I'm still pretty curious about the vertex tool. I tried to create a damaged panel that I wanted to bend. To align it perfectly I used the vertex tool. At least it looked perfect in Hammer until I went ingame and then the panel had odd, sharp edges where I used the vertex tool. Is this a common problem? Perhaps there are some good tutorials I could use aswell.
Quote from josepezdj on January 7, 2015, 4:23 amKonke wrote:At least it looked perfect in Hammer until I went ingame and then the panel had odd, sharp edges where I used the vertex tool. Is this a common problem?Yes that's a common issue: once you compile the map, some vertices are repositioned, mainly when you are attempting to make small figures (based on really thin brushes). However, it also depends on how you use the vertex tool:
- For example, when selecting vertices, it's always a good habit to draw a selection square around the vertice/s you will be moving, then hit Enter to be sure that you are ACTUALLY selecting ALL vertices on a given plane.
- Always merge vertices when asked to (usually when you drag one vertice on top of another one).
There are many Youtube videos on the vertex tool subject, however, I can only link you to some advanced ones that I know they're really good:
[spoiler]uAAIpkTU5e8
9tg1SxiLCGc
w6NFQ6mca2w[/spoiler]Check them out to at least get the right usage of this tool.
Yes that's a common issue: once you compile the map, some vertices are repositioned, mainly when you are attempting to make small figures (based on really thin brushes). However, it also depends on how you use the vertex tool:
- For example, when selecting vertices, it's always a good habit to draw a selection square around the vertice/s you will be moving, then hit Enter to be sure that you are ACTUALLY selecting ALL vertices on a given plane.
- Always merge vertices when asked to (usually when you drag one vertice on top of another one).
There are many Youtube videos on the vertex tool subject, however, I can only link you to some advanced ones that I know they're really good:
Check them out to at least get the right usage of this tool.