Corners and mapping -1 reply

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Jose Carlos

Why? Cause normal is boring.

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#1 8 years ago

During the times that Max is acting up on me, I've gotten into mapping. I'm getting to grips with Radiant 1.5 and have a few rather nice little test maps ready. However, one thing continues to stump me. How does one go about making less than 90 degree corners in corridors?

Let's say I've got a corridor with a hexagonal cross-section. I need to join two parts of it at a 45 degree angle. So I take a piece of the corridor, rotate it and move it into position. But now I'm facing a conundrum. I have a gap between the two. How to I bridge that while having the brushes line up perfectly?

Right now I've come up with something that goes a little like this: duplicate the brushes that give the corridor its shape, lower the grid size to 0.125, grab a row of vertices and move them into position as close as possible, copy the rotated floor, move it into position and clip it. The problem with that method is that the brushes don't line up and sometimes moving one vert will also move one of the verts it's connected to. So I line one up and discover that the other one has moved as well and screwed up the other corner.

This is slowly getting frustrating. The makers of Radiant had to consider the possibility that people want to make something other than right angles in their corridors. Tell me, experienced mappers, what am I missing? What can I do to solve this confounding conundrum?




The One and Only VIP Member

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#2 8 years ago

Just do the entire thing with clipping, rather than rotating any brushes. You can always rotate ceiling and floor textures afterwards if you need to.




Jose Carlos

Why? Cause normal is boring.

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#3 8 years ago

Hmm.. Tried it. I suppose that is an option. I'll just make some corners and import them when I need them later on. Thanks, man.




AshuraDX

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#4 8 years ago

I'm not 100% sure but couldnt u use patches ?




The One and Only VIP Member

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#5 8 years ago

Only if you wanted it to curve, From what he said it sounded like he just wanted a simple 45 degree bend.




Pande

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#6 8 years ago

Mhm, this is where modelers swear up and down at Radiant.

Rotating brushes anything other than 90, 180, or 270 is BAD NEWS. :) The vertices get off their grid and unlike in modeling, this matters a lot. It can cause brushes to entirely disapear or even wierder problems such as randomly becoming elongated across entire map and void. I've even once had a problem with falling through brushes with bad alignment, which is usually a problem restricted to patches.

Anyway, to make your angle, there are a few solutions. The best is to convert one of the corridors to .ase using 2.5.16 (.17 causes texture problems). 1.5 comes with .17 so you'll need to get .16.

Once you have your .ase, you can feel free to rotate it. A .ase is a model created from radiant so the vert problems are no longer prevalent.

Another solution if your hallway is very simple is to rotate anyway and then snap to grid, and manually check all vertices in both 3d view and 2d for malalignments and errors. This is only for simple stuff though, anything more complicated will get screwed over.

The last option if its not too difficult is to simply remake it.




Jose Carlos

Why? Cause normal is boring.

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#7 8 years ago
PandeMhm, this is where modelers swear up and down at Radiant.

Not all of us swear. Some of us RAAAGE! with the fire of a thousand suns. Not that I'd know from experience or anything...

Ahem!

I find myself wondering if there's an option for turning a model into a brush? So that I could model the whole thing in Max and convert it into a brush in Radiant. Keeping the textures is optional.

Man, this is exactly why creating environments is so much easier in Morrowind.




Pande

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#8 8 years ago
The One and Only;5381219Only if you wanted it to curve, From what he said it sounded like he just wanted a simple 45 degree bend.

Patches don't have to curve, they can be flat and made up of 2 tris just like brush faces.

But, they wouldn't serve a purpose in letting you make this corridor any easier.

I find myself wondering if there's an option for turning a model into a brush? So that I could model the whole thing in Max and convert it into a brush in Radiant. Keeping the textures is optional.

No, you can't make brushes or patches, but you CAN uv map it and just drop it in :) I use models a lot now in maps for basic things because I can uvmap and light/normal map/displacemap/ambient occlude etc. Still, its a slower process.

One day I will make an entire map in models. The downside being that the lighting for the map will still have to be done again in radiant for player models and weapons to show up with color. And that just isn't feasable I'm afraid. :(




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#9 8 years ago

That's what I meant, I just didn't phrase it particularly clearly.

I know that Blender has an option to export to a brush format which can be imported into Radiant, but I've never needed to use it myself so I don't know how good it is.




Pande

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#10 8 years ago

The One and Only;5381240That's what I meant, I just didn't phrase it particularly clearly.

I know that Blender has an option to export to a brush format which can be imported into Radiant, but I've never needed to use it myself so I don't know how good it is.

That brush export thing is useless, I don't know why they still have it there even. This is the kind of shape you get in radiant after:

exploding.jpg

Thats not even a joke, the spikyness is exactly what happens to the verts. :P