Nuke-Style Arches Created 17 years ago2006-05-20 12:49:36 UTC by Psycho Psycho

Created 17 years ago2006-05-20 12:49:36 UTC by Psycho Psycho

Posted 17 years ago2006-05-20 12:49:36 UTC Post #181169
Do any of your folks now how to make arches like this accurately?

User posted image

User posted image

User posted image


Help would be nice :)
Posted 17 years ago2006-05-20 13:00:14 UTC Post #181171
Well, by selecting the arch shape rather than the block shape when creating a brush? :)
Posted 17 years ago2006-05-20 13:03:48 UTC Post #181173
Hmmm... you could try decopiling nuke and see how they've done it ;)
Posted 17 years ago2006-05-20 13:16:28 UTC Post #181175
I know how to use the arch tool =/

It's just that they meet at a angle. How do I do this?
Posted 17 years ago2006-05-20 13:22:39 UTC Post #181176
make your hallway, copy it, rotate it, overlap it at the corner, then use clip.

when clipping you should cut at a 45 angle so its red pointing to the other hallway, then repeat for the other side.
Posted 17 years ago2006-05-20 13:39:58 UTC Post #181181
/ What he said...Clip is the key...

But as a bonus: When you want the texture to all be aligned perfectly just select one side so it goes red, hold alt and right click all the other bits you want to align with it.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-20 13:56:46 UTC Post #181187
I never use the arc the brush automatically makes. They go off the grid to much. I just make my own with vertex manipulation and multiple brushes.
Posted 17 years ago2006-05-20 14:02:25 UTC Post #181188
Exos your wrong ^^

Just make sure the size of the arch is to the power of 2 :)

Eg: 128 x 128 , 256 x 256

And yeah, cheers about the clipping idea :P Never thought of it

I already knew that Habboi, pretty good isn't it?
Posted 17 years ago2006-05-20 14:26:26 UTC Post #181191
and do remeber to tie the arch to func_wall I once forgot when I was making a simular thing and it took about 9 hous to cmpile :P ;D
Posted 17 years ago2006-05-20 15:03:24 UTC Post #181193
Yeah good point :)

What's the difference between using func_detail and func_wall?
Posted 17 years ago2006-05-20 15:16:42 UTC Post #181197
func_detail is better. More efficient. Just dont go crazy. Making a wall a func_detail will have the engine draw behind the wall even though you cant see there. Also, they dont seal the world :( Only thing func_wall is good for is HL1 engine. I dont know what I would do without func_detail!
Posted 17 years ago2006-05-20 15:28:32 UTC Post #181203
Oh but it can ruin maps as well...I remember when I was working on a map and I have no idea how it happened but half my map was assigned to seperate func_details...

So it refused to compile and I spent ages 'Moving to World' the brushes I didn't want to be func_detail. Before you say...I spent a long while applying func_detail to different parts of the map so I wasn't going to remove all of them and start again...

Psycho: Yeah it is a useful tool...Only just learnt it actually.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-20 16:27:17 UTC Post #181215
Don't use func_wall - It's obsolete.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-20 18:20:39 UTC Post #181234
always wondered what the difference between func_walls and func_details was.... now i know... thx guys :D
Posted 17 years ago2006-05-20 18:58:59 UTC Post #181245
It's not exactly true to say func_wall is obsolete... It's more like been returned to it's original purpose. Func_wall was originally designed to allow a brush to disappear on command.
Posted 17 years ago2006-05-20 19:36:27 UTC Post #181247
That's... func_wall_toggle, y'know. Func_Wall was just the default for blocks than you needed to trigger or target for whatever reason. (Env_renders, A and B textures, etc)
Posted 17 years ago2006-05-20 19:44:56 UTC Post #181250
func_brush is used for toggleable brushes or brushes that need to be targeted in the Source engine.

func_wall is obsolete in Source because both func_brush and func_detail are present.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-21 05:39:04 UTC Post #181287
Thanks for clearing that up. You stopped me from fucking up my map lol. I used to apply func_detail to alot of brushes :S
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