triangle floor method Created 16 years ago2008-04-24 19:38:36 UTC by 12114 12114

Created 16 years ago2008-04-24 19:38:36 UTC by 12114 12114

Posted 16 years ago2008-04-24 19:38:36 UTC Post #249144
ive read a tutorial here on how to make realistic floors using triangles. ive tried and it was successful up to the vertex manipulation part, it went wrong after that. tried everything but still i get f'd up triangles (nowhere near what is i in the tutorial/what it should be). so can someone link me to another tutorial or explain it more thoroughly? :D. thanks
Posted 16 years ago2008-04-24 21:36:29 UTC Post #249146
this is for realistic terrain im guessing.

you want to select all the triangles (wedges, really) and then using vertex manipulation, drag a square around a few pieces and pull in the Z direction (up) to raise and lower the parts of the triangles.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-04-24 22:18:17 UTC Post #249147
12114: please repeat your statement again. I don't understand it very much :tired:
Posted 16 years ago2008-04-24 22:30:40 UTC Post #249148
No need to type it again.

Try reading the tutorial one more time, being sure to read each sentence and then not read the next until you understand and have done whatever it says. That was the tutorial I learned from, and if I could figure it out, anyone can.

I don't remember though, displacements have spoiled me.
Posted 16 years ago2008-04-25 00:11:59 UTC Post #249150
A lot of the external terrain generator programs use this method. Actually, all of them. I recommend GenSurf but you can easily do it yourself if you have the patience. I do it this way.

1. Create a square cube.
2. Slice it from one corner to the other in the TOP view
3. Copy these two blocks to cover the area you want
4. I PREFER NOT TO USE VERTEX MANIPULATION :)
5. Skew the new triangle blocks up or down in the side views ONLY
6. Continue the process so that the edges align
7. use the BEVEL texture on all sides except the top to prevent bad clipnodes
Posted 16 years ago2008-04-26 21:08:37 UTC Post #249218
Side views get tedious, because you always end up selecting the vertexes you don't want to mess with. Just go into 3d view and orient the camera so that its more or less perpendicular to your triangles and you should be good. Its not that senstive to camera orientation, but things get crazy when you're looking at it from a 45 degree angle.
Posted 16 years ago2008-04-27 07:09:28 UTC Post #249249
Posted 16 years ago2008-04-28 20:14:40 UTC Post #249359
You shouldn't link to Snarkpit here.

(People bite your head off, then rip you in half and feed you to their pet snarks!!!)

:nuts:
Posted 16 years ago2008-04-28 20:22:30 UTC Post #249360
why use the triangle method when you have displacement surfaces. But I guess if you are mapping for half life 1 then you would still use this method. Vertex manipulation really isn't all that hard--you just need to be in the right view box. I have an old half life l map that uses triangles for the floors. Actually, it is floor, hills, and a little pond all using the triangle method. I will upload it if you would like. I will have to find it.
Posted 16 years ago2008-04-28 21:36:04 UTC Post #249362
I posted a little simple map for you in the example maps. It's not much and it's really old so you'll have to re-texture it. I put a hl2 .vmf file in there as well. A little more updated but not much. Always use displacements for half life 2 as they will save on your overall render. Hope this helps.
Posted 16 years ago2008-04-28 22:33:15 UTC Post #249364
Well it seems pretty obvious that he is mapping for Half Life 1, as this is posted in the Goldsrc forums...
Posted 16 years ago2008-04-29 03:33:05 UTC Post #249369
wasn't paying attention.....sorry big guy.
Posted 16 years ago2008-04-29 05:22:53 UTC Post #249370
Rimrook bites redka's head off, rips him in half, and feeds him to Willy the snark.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-30 01:11:22 UTC Post #249415
lol :)

:nuts:

P.S. like my new avatar? (me like Paddington!!) -------->
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