Question
Gonna use this thread my self from now on if I need any help.
First issue I need help with: What's the easiest way to clear out a space for a fan? If you make e.g a cieling and add the fan in it, the cieling will go through it. How can I easily cut a circular shape away from the cieling face so you can see through the fan casing?
First issue I need help with: What's the easiest way to clear out a space for a fan? If you make e.g a cieling and add the fan in it, the cieling will go through it. How can I easily cut a circular shape away from the cieling face so you can see through the fan casing?
Comments
The Problem is: you cant make a perfect cirle afaik so the fan will always clip the faces. A real circle would have unending corners :)
<img src="http://img836.imageshack.us/img836/6485/fana.png" border="0" class="linked-image" />
As you can see it's very much closed because of the cieling. I'd like to cut that off.
New question aswell.
Is it correct the prop generic_cablemods_01_clamp_sm.model is <i>not</i> scale-able?
if that troublesome tube an Prob? ( if the tube is the troublemaker ^^) i think you can't cut probs in the editor, so you have to remodel it or something like that, but i thnik thats a question for Barlow or someone else with more experience :)+
edit: ah, you want to create space for the fan in the face behind it?
Some small props can't be scaled with the helpers, so you have to input the values manually in the edit field, when it's a little bigger it'll let you use the helpers in the 2d/3d views.
Totally forgot about the manual values! Awesome :)
then he's right, just circetool in the face, delete it and you get your hole to put the fan in.
So next set of questions.
<img src="http://img805.imageshack.us/img805/3601/46197002.png" border="0" class="linked-image" />
<img src="http://img7.imageshack.us/img7/5499/43170511.png" border="0" class="linked-image" />
<img src="http://img541.imageshack.us/img541/7006/21232087.png" border="0" class="linked-image" />
Sometimes the lines merge and sometimes the vertices merge. Causing you to loose e.g a block (may it be a block wall or something). Is there a way to prevent this and keep moving with you blocks?
Is the decent wall size thickness still 16 units?
When making things it seems that ocasionally things jump out of grid. This causes e.g scaled objects to hit off-grid positions, which in terms yields you impossible to line things up. Is there a way to avoid this? Or is it just reaaaally playing around with them forever until you get everything lined up?
When making anything not being a square (corners, if someone circular forms etc) you'd take a 'block' (square tool -> extrude) and then I'd normally use a cut tool and delete the things I didnt need. That way I could make sewers, slopes etc etc, giving dynamic shapes into the map. This seems a bit hard in this editor compared to hammer (or I just havn't found the way).
Now I make a plane e.g (if it doesnt need to be a wall which needs thickness) - then I take a line and drag it into a direction, which cause the plane to skew and become the form I want. This is easy enough as long as you have planes.
But what if you want to form a squared box into a cone? How do you make the line tool(?) lines go 'all the way through' a block, and not only the lines it actually is in contact with. That way you can cut a box as you want it. example below.
As you see below I have my box. I make a line to make the box have a skewed slope thingy.
<img src="http://img820.imageshack.us/img820/209/line1u.png" border="0" class="linked-image" />
Issue: the line is only present on the parent lines of which it was applied. Not the entire object.
<img src="http://img130.imageshack.us/img130/7462/line2r.png" border="0" class="linked-image" />
What I want is it continues like this:
<img src="http://img830.imageshack.us/img830/6222/line4.png" border="0" class="linked-image" />
Now you could say that I could just make lines all the way around. Which I then did, but when deleting the face, and the excess lines (which is also tedius) I end up with a box that is sloped, but without a textured face where there should be more.....box...
<img src="http://img413.imageshack.us/img413/633/line5.png" border="0" class="linked-image" />
So how do you get about that?
Well, if I understood you right, the easiest way to "unweld" something is selecting the face in question, then cutting and pasting again, that should make it "independent". I don't know how everyone else works, but I tend to do most of my geometry separate (so it doesn't weld the vertices) so the work is more similar to Hammer. There's still a lot of cases where you'd want to have everything welded, though.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Is the decent wall size thickness still 16 units?<!--QuoteEnd--></div><!--QuoteEEnd-->
The scale with units is pretty much the same as with NS1, so 16/32 sounds like reasonable to me.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->When making things it seems that ocasionally things jump out of grid. This causes e.g scaled objects to hit off-grid positions, which in terms yields you impossible to line things up. Is there a way to avoid this? Or is it just reaaaally playing around with them forever until you get everything lined up?<!--QuoteEnd--></div><!--QuoteEEnd-->
This drives me crazy too, I don't think there's a way to avoid it. I end up realigning stuff a lot of the time.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->When making anything not being a square (corners, if someone circular forms etc) you'd take a 'block' (square tool -> extrude) and then I'd normally use a cut tool and delete the things I didnt need. That way I could make sewers, slopes etc etc, giving dynamic shapes into the map. This seems a bit hard in this editor compared to hammer (or I just havn't found the way).
[...]
So how do you get about that?<!--QuoteEnd--></div><!--QuoteEEnd-->
As for this last issue, I too would like a slicing tool like Hammer had to cut through multiple objects at once, hopefully we'll get something like this in the future?
For your empty face, either make a new one and put it on top, or select all four edges (with the select tool) and Alt+C (I think this is the default for Edit -> Create Face). It doesn't always create the face facing the camera, so try to see if it creates it on the other side.
There's no brushes here, so maybe you shouldn't be thinking about "cutting" a piece of the cube. You can always make the basic shape of one of the sides with the line tool and then extrude it, so you get the same result. Obviously you can't do corners as easily as before, that's impossible right now (unless we get said slicing tool!).
1 more (they just keep comming, sorry :o)
Is there a way to select an entity rather than a face? So if you have my fameous block you select the block instead of the entire side?
Reason: I have this silly pillar I wanted initially on what I'm working on, but it's ugly and a misfit now. This pillar is not a prop but a block textured, and moving it/deleting it is a ###### seeing it's covered in a million new things now.
You can also use groups. Grouping the faces of the pillar in a group, say 'Pillar'. Selecting the group then selects the pillar. Find groups next to layers.
This is what they say:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Entity Set-up
These are the entities you need to place in your map in order for it to be
playable for first release.
• Two team_location entities, one in Marine Start and one in Alien
Start. There must be 16 player_start entities within the "Spawn
radius" of the team_location. When the game starts a command
station or hive will be automatically placed on the nearest
tech_point entity and a resource collector will be placed on the
nearest resource_point entity. Do not place these models
yourself.
• 32 ready_room_start entities placed in the ready room and four
team_join entities, one set to join marines, one to join aliens,
one for random team and one for spectating.
• A ns2_gamerules entity placed somewhere in your map. This
determines gametype; mods will have their own _gamerules
entity.
• A minimap_extents entity placed in the exact center of your
map. This dictates the size and position of the minimap image
that's used for the Commander. Adjust the radii for each
dimension so the map is just enclosed in these circles. Make sure
your ready room is outside of these circles and not below it either
to make sure it doesn't show up when the minimap is rendered
out.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't think you'll need to have 16 of each or 32 RR spawns, or the minimap_extents, but at least the ready_room_start should be necessary, I think, haven't tried.
Oh and actually did read that file, obviously I must have missed storing that info though +.+
<a href="http://getsatisfaction.com/unknownworlds/topics/_build_150_editor_off_grid_objects" target="_blank">Off-Grid</a>
<a href="http://getsatisfaction.com/unknownworlds/topics/_build_150_editor_cut_slice_tool" target="_blank">Cut/Slice</a>
The tutorial in my sig might help you.
<a href="http://img197.imageshack.us/img197/4687/tutoriale.jpg" target="_blank">http://img197.imageshack.us/img197/4687/tutoriale.jpg</a>
In general it helps to make one face in 2d view of the complex shape you want and then extrude that face.