Curved Corridors?

Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
<div class="IPBDescription">How to make?</div> Im trying to make some curved corridors withut having to make a heap of cubes on a 45 degree andgle. I tried using the arch but when i resize it its all ugly and stretched? any help?

Comments

  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited May 2004
    Grr, after pressing the reply button 800 times, finally.
    The way i do it (I'm going to wait for flames) is to get a cube brush (nice square from topdown), and the make a circle.
    Ok, so now you have your circle brush (yeh a cylinder, but top down) and a square one. Put the circle in the square, so you have 1 quarter if the circle in the square, and its large enough to hit both edges, then use the carve tool, i never get any errors this way.

    <img src='http://www.enigmaticstudios.com/ns/c1.jpg' border='0' alt='user posted image' />
    <img src='http://www.enigmaticstudios.com/ns/c2.jpg' border='0' alt='user posted image' />
    edit : because pictures say 135 words
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    *co cks shotgun* DID YOU SAY CARVE!!! <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->

    But seriously, if you're going to use this tool, just make sure all your vertexes are snapped on to the gird and manually correct them if they are not.

    <span style='color:gray'>*cough* Carve is evil *cough*</span>

    <span style='color:gray'>wth I got censored!!! Cocking a shotgun in this sentance is not ment as a dirty thingy!!! <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> and now I'm forced to bypass the filter since it looks silly</span>
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    hehe can't say that, but add an ing on the end at its ok, go figures. Man, that little doods head up there stays might still <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    But yeh, In hammer, always have everything snap to grid, else, hello nightmares!
    But i have yet to have a problem with this method, maybe the only case carve can actually help?
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    For QuArK you'd use the pathduplicator. This allows a single hallway crossection to be used as a template for a complex path as shown in the attachement.
    Regulary repeating objects such as lights and columns can also be added.
    For the connection of multiple pathways at a single location hand-editing is required, but this only involves cutting and deleting overlapping brushes.
    Be very careful when using vertical variation in the path, since when done incorrectly this can lead to rotation of the hallways around the axis of the path (a requirement to make the shape you're asking for with legal brushes) which probably isn't what you're looking for.

    For WorldCraft/VHE users I believe the arch tool should be useful, perhaps in combination with clipped cylinders (only for inner walls though). Just experiment a bit and when all else fails, make a heap of cubes on a 45 degree andgle.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Reebdoog+May 16 2004, 01:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ May 16 2004, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hehe can't say that, but add an ing on the end at its ok, go figures. Man, that little doods head up there stays might still <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    But yeh, In hammer, always have everything snap to grid, else, hello nightmares!
    But i have yet to have a problem with this method, maybe the only case carve can actually help? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, using carve can resulting in ugly cracks and bad r_speeds. :/
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    <!--QuoteBegin-ShdwStal+May 16 2004, 10:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 16 2004, 10:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, using carve can resulting in ugly cracks and bad r_speeds. :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True, if used improperly it can, but in this case i have never had any cracks or abnormal r_speeds (all my rounded corners stick well under 300 with everything else)
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    thx for your help. I think ill just stick with the clipping tool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Night_EagleNight_Eagle Join Date: 2003-11-07 Member: 22373Members
    edited May 2004
    BTW:
    Manipulate the vertexes if you want a better and cleaner curve...
    they usually call it "Vertex Manipulation", I wonder why...
    Anyway, I suggest you learn vertex maniuplation now, same for all of you other noobs. It isn't that hard really.
    You can get a <u>great</u> tutorial <a href='http://cariad.co.za/twhl/tutorial.php?id=18' target='_blank'>here</a>.

    Winner:
    <img src='http://cariad.co.za/twhl/tutpics/vertexmanip2_10_32side1.gif' border='0' alt='user posted image' />
    Loser:
    <img src='http://cariad.co.za/twhl/tutpics/vertexmanip2_11_32side2.gif' border='0' alt='user posted image' />
    Notice that the second tube's pieces have 4 sides each compared to the first's triangles. That makes lower R_SPEEDS with less faces. That is good.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--QuoteBegin-Wolv+May 16 2004, 07:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ May 16 2004, 07:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For QuArK you'd use the pathduplicator. This allows a single hallway crossection to be used as a template for a complex path as shown in the attachement.
    Regulary repeating objects such as lights and columns can also be added.
    For the connection of multiple pathways at a single location hand-editing is required, but this only involves cutting and deleting overlapping brushes.
    Be very careful when using vertical variation in the path, since when done incorrectly this can lead to rotation of the hallways around the axis of the path (a requirement to make the shape you're asking for with legal brushes) which probably isn't what you're looking for.

    For WorldCraft/VHE users I believe the arch tool should be useful, perhaps in combination with clipped cylinders (only for inner walls though). Just experiment a bit and when all else fails, make a heap of cubes on a 45 degree andgle. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you know, I just may have to give QuArK another try...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Snarkpit.com has an excellent tutorial which you will all find useful, especially to use this technique.

    <a href='http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=86' target='_blank'>Curved Tunnel Ceilings</a>

    This could be adapted to a corridor, although I suppose it would mainly be for curved walls. It could quite easily be adapted to use other architechture against the walls, depending on how versatile a mapper you are.
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