Well, I decided to do a bit of mapping, and I am building a spiral staircase for a mansion, and I was wondering if there is any recommended method for building spiral staircases, because I (or radiant, or both) stink at doing angled brushes. I decided to go fairly simple, here is my attempt:
It may not be easy to see, if not, I'll get another picture or two.
The biggest issue though is 'sparkies' or holes in the actual steps all the way up and down. They look fine in radiant, but in-game, they are very noticeable. Compiling the stairs as a .ASE doesn't help either. I may have to use a modeling program, but are there any other solutions?
The .ASE, not much different:
Any suggestions or ideas on how to fix this?
Edit: I just looked at radiant again, and the holes show up in the .ASE.
2nd October 2005
Rich Diesal has a pretty good tutorial on it
Hope it helps.
Also Bubba has a tuorial on it:
Take a look!
Sexeh like teh gizmo
9th April 2008
Just read bubba's.. its a pretty bad tutorial as he says to just use the free rotate tool on the copied layer of steps until its in the right position roughly, then repeat.
1. If they don't overlap, you will see a gap (obviously) 2. If they do overlap, you will see sparklies most likely because of t-junction.
Also, RichDiesal has it wrong as well because although he has a very easy way of doing it, he does not fix the distortion caused by the clipper angles he used. You can see the first and last steps in his quarter spiral stairs are bigger than say the very middle one.
The propper way to make spiral stairs is really to just make each step. Do a Brush > Prism > 60 as a reference (fit it to the area needed) then cut that prism so you have just a quarter of it left. (chop down the middle on both x and y and delete three of them.
Then just map out the first step as a triangle, and fit the vertices to the prism guideline roughly.
Then isolate this stair with hide tool. Copy the stair, and drag the side which faces in to the stairs (the 'back' of the step) out so it is the same width as the other step. Use the clipper to clip from the edge of the step to the end of the triangle on the first step we made.
Again copy the first triangle, and hide one of them take this triangle and heighten it in both up and down so that it is taller than the other step. CSG subract the copied first step from the second step. Verbose output should say 1 fragment from 1 brush, if not redo OR check the 3d window and use common sense to see if its a problem or not. More times than not you can just delete the strays and its fine. Delete the subtractor brush now and unhide everything. Move the edge-back vertex of the second step so that it lines up with the Prism also.
Repeat all these steps now for the third step, pretending that the Second step is the First step. to make it really easy to do, press 9 on your keyboard and then select the first step and move it out of the way somewhere. When its eventually ready to be moved back, make sure 9 is hit again and move it back. (why 9? largest grid size, really easy to move away and move back again and still be in the same alignment)
Again repeat for fourth step but now things get easy. Make sure the 'back' of the fourth step is flush and 90 degrees on the grid. The front of the first step and the back of the fourth step should now form 2 sides of a perfect square. Once 4 steps are done, just select them each one by one and move up (grid size 8 is recommended to make sure the player can use them). Now, just select all 4, rotate once, and move so that it aligns with the first 4! You can see now you can make as many spiral sections as you want here. :)
Nice detailed tutorial, I'll try it when I have time, though I may end up using 3ds max to do the staircase, since I may need quite a bit of detail.