aztec bridge Created 17 years ago2006-07-15 23:49:15 UTC by Xal Xal

Created 17 years ago2006-07-15 23:49:15 UTC by Xal Xal

Posted 17 years ago2006-07-15 23:49:15 UTC Post #190271
Does anyone know of a good way to make a bridge like the one in de_aztec? I need a few of these bridges for my map and I was wondering how to make them! Thanks!
Posted 17 years ago2006-07-15 23:51:03 UTC Post #190273
Post a screenie of it :)
Posted 17 years ago2006-07-15 23:58:23 UTC Post #190274
of the bridge? or of my map?
Posted 17 years ago2006-07-16 00:02:23 UTC Post #190276
The bridge, so we can tell you how to make it lol ;)
Posted 17 years ago2006-07-16 00:31:44 UTC Post #190279
lol sorry im sorta a mapping noob
User posted image
User posted image
I was just wondering if i had to create every brush on that bridge individually, or if there was an easier way. and if i do have to make the individual brushes, how do i make the slanted ones?
Posted 17 years ago2006-07-16 00:34:58 UTC Post #190281
Well you could copy and paste, but essentially yes. You have to create each brush individually.
Posted 17 years ago2006-07-16 00:40:05 UTC Post #190284
slanted ones, you can rotate them.
Posted 17 years ago2006-07-16 00:42:02 UTC Post #190285
allright thanks for the help!
Posted 17 years ago2006-07-16 00:42:16 UTC Post #190286
That's a model actually. The way you can tell, is that if you shoot at it, it won't leave any bullet marks.

You could easily brush this, or just use the model in your map, and add a CLIP brush over the walking space, so players don't fall through--models don't block the player.

If you want to brush it, I would recommend first building the bridge complete, with no rotated/broken slats. After that's done, Use clip tool to cut some of the boards in half, and then rotate/Vertex manipulation some of the pieces to make them look like the picture.

If your going to build it by hand, try building the regular bridge, befor asking more questions on how to do the more fancy stuff ;)

edit: lol we all posted at the same time :)
Posted 17 years ago2006-07-16 01:01:28 UTC Post #190290
Its not a model. Play the map again and look at the glowing from the lamp below you. The sprites will disappear (glow rendered) when you cover them with a plank. If it was a model they wouldn't do that. there is a clip brush covering it so that people don't fall through the cracks, but its not a model.
Edit: Plus it casts a shadow.
Posted 17 years ago2006-07-16 01:04:23 UTC Post #190291
NO WAI!

I'd check the .gcf, but I'm guessing you did that :)
Posted 17 years ago2006-07-16 02:30:28 UTC Post #190293
its definately brush based.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-16 02:32:39 UTC Post #190294
Yah, even the Source version is brush based.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-16 03:38:17 UTC Post #190298
@ Rowley: You piece of salt! Its obviously brushbased, because: It uses HL1 texures, it looks like a brush, and there is no reason it should be a model. Its a very simple thing. Plus I decompiled the map and saw it was a brush.

JOO LEWZ!!! :sarcastic:
Posted 17 years ago2006-07-16 03:49:31 UTC Post #190299
You can just as readily use brush textues on models--I've done it.

Are the clip brushes what prevent bullet holes from showing up on it?
Posted 17 years ago2006-07-16 03:51:56 UTC Post #190300
Yes. The whole thing is a func_brush.
Posted 17 years ago2006-07-17 01:13:04 UTC Post #190422
I would use a non-entity brush for the walkway and texture it blue, render it a solid. Then I would use a func_illusionary brush with the bridge texture to cover that non-entity brush. As for the ropes, a func_wall brush with a rope texture. The texture for the rope is one that is for the most part a blue background so you only see the rope. The render mode has to be solid and render fx 255 so the rope shows up and the blue doesn't show up as a dark texture.

:cool:
Posted 17 years ago2006-07-17 02:08:51 UTC Post #190427
I'm a bit confused by your method, but it's pretty obvious to most people here what you have to do to make a bridge like this... It's really not that hard.
Posted 17 years ago2006-07-18 00:57:16 UTC Post #190605
It's not my method. Its the way the bridge is built in de_aztec. The difficult way is to build it with the 30+ brushes. If you intend to have around 450+ entities in the map then I would build with the 30+ brushes.
:|
Posted 17 years ago2006-07-18 09:10:31 UTC Post #190633
Something this simple can be brushbased - If you're going to have a bunch of individual planks (100+) and ropes and detail and shit to that extent you need to use a model. Something like this is extremely low cost in brushes =/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-07-18 09:51:56 UTC Post #190634
if you want the bridge to curve down and up in a parabola you have to do some basic math or some nice guess work to have it be equal
Posted 17 years ago2006-07-18 16:54:36 UTC Post #190683
I agree. A model would be the best for a more complex bridge...and use func_wall brushes or zoner's null texture with solids. Using zoner's will cut down on the entities and that is a big help. Only problem I find in using the null texture is it sometimes doesn't stay put in the map upon compiling and I have to fill it in with func_brushes. Math? Just skew the brushes a few units.
Posted 17 years ago2006-07-20 20:56:33 UTC Post #191051
Only problem I find in using the null texture is it sometimes doesn't stay put in the map upon compiling and I have to fill it in with func_brushes
That's what the NULL texture does, it stops the brushes with it from being rendered.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2006-07-20 21:21:49 UTC Post #191053
Dont make it more complicated than it needs to be. Use marker brushes to "Draw" the curve from a side view. Make them equal in distance from eachother. Have them slope to the middle gradually. Make half of the bridge on one side,(Using the refrence brushes as a guide for the slope) then copy/paste the brushwork, then translate it to by symetrical.

Sounds hard, but its not......
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