Domes.... Created 18 years ago2005-09-06 16:51:12 UTC by Peace and LOve Peace and LOve

Created 18 years ago2005-09-06 16:51:12 UTC by Peace and LOve Peace and LOve

Posted 18 years ago2005-09-06 16:51:12 UTC Post #132825
Direct me to a tut on how to make domes
Posted 18 years ago2005-09-06 16:57:14 UTC Post #132827
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2005-09-06 17:00:39 UTC Post #132828
EDIT: Beat me to it, Satch. :)
Posted 18 years ago2005-09-06 17:01:05 UTC Post #132829
PaLO! Hello!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-09-06 17:07:51 UTC Post #132830
I used a different method for the dome in my "Punishment" maps. It's made with normal brushes rotated in different angles, but it only works for the inside of the dome.
Posted 18 years ago2005-09-06 17:25:22 UTC Post #132833
That's a messy method for the compilers, Kasperg... ;)

In the end, I think models are the easiest way to do domes, if you're able to model that is. Isn't the dome in CSS' de_dust made with a model?
Posted 18 years ago2005-09-06 17:30:04 UTC Post #132834
Posted 18 years ago2005-09-06 17:30:12 UTC Post #132835
Two words. VERTEX MANIPULATION. You can build anything with tetrahedrons (triangular pyramids). Just take a look at my bathroom prefabs in my profile. That was all VM work. :)
Posted 18 years ago2005-09-06 17:45:00 UTC Post #132838
Dismaps exist of triangular faces, HrnyGoat, and are optimized for rendering. Might be a better choice when mapping with Source... :)

After all, I got pretty fed up with vm'ing terrain after attempting to create mudanchee... for HL2DM, it's definitely going so much easier...
Posted 18 years ago2005-09-06 17:48:35 UTC Post #132839
Yes, I'm thinking of domes with irregular shapes made out of displacements... that's an interesting idea. I wonder if it would look ok with non-cave textures.
That's a messy method for the compilers, Kasperg
Yes, it takes more time to compile, but less to build. I prefer the compilers doing the dirty work in this case ;)
Posted 18 years ago2005-09-06 19:29:02 UTC Post #132840
Whoops. My bad. Didnt realize that it was Source.
Posted 18 years ago2005-09-08 04:19:28 UTC Post #133112
A small screenshot of a dome built with my method. As I said before, only the inside will look good.
User posted image
Posted 18 years ago2005-09-08 16:35:28 UTC Post #133320
thats nice looking..
Luke LukeLuke
Posted 18 years ago2005-09-09 16:10:11 UTC Post #133554
Looks advanced for HL1 :D
Reminds me of the HL1 teleport chamber...

Very nice! No wonder your so good at mapping :heart:
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-09-09 16:25:27 UTC Post #133556
The 2D skybox makes it look like Hl1 but the lightning is sourcish! I never knew source had 2D skyboxes! :aggrieved:
Posted 18 years ago2005-09-09 16:38:05 UTC Post #133558
Of course Source has 2D skyboxes. But er, I think that's hl1 in the screenshot Elon.
Posted 18 years ago2005-09-09 16:49:18 UTC Post #133562
Uh it's canyon Elon...HL2 uses 2d images but it looks like it never ends because it just shows sky and no weird looking cliffs.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-09-09 17:08:06 UTC Post #133568
Even if the method is bad for the compilers, there are no after-effects of it in the final BSP:
User posted image
There are other ways to make interesting ceilings, like the use of the rib vault.
User posted image
You can learn more about it here. :)
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