Posted by kdhunt2000 on Sun Dec 26th at 2:40am 2004
Posted by 7dk2h4md720ih on Sun Dec 26th at 3:15am 2004
Posted by kdhunt2000 on Sun Dec 26th at 4:02am 2004
Posted by SaintGreg on Sun Dec 26th at 4:24am 2004
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
EDIT: ARRRRRRRRRRRRRRRRRRRRRRRRRG, you wanted the INSIDE to be the transition. You stinker! Ill do it all again for the inside and post it as a new post. By the way the inside wont be as good looking of a transition as the outside will be. To avoid concave solids you have to make the transition triangle sort of stick out into the space a bit, but it works.
EDIT2: Im not gonna go about reposting all the new info, just sort of follow what I have and look at the vmf and get an idea.
It'd be easiest to go to multiples of 4, since the original
"cylinder" has 4 sides. So you could make a transition from 4 to 8
easily and then a transition from 8 to 16 and you should have a
relatively smooth transition. It would also be easiest if you could
make the box line up on the x and y axes. That was the cylinder's
vertices will line up best with the boxes. Steps:
You have your
box. Make a cylinder with 8 sides below it. The center of the cylinder
should probably line up exactly below the center of the box to make it
easier. You could always move it later. You can make the cylinder as
big or as small as you want but obviously you are probably going to
make it about the same size as the box. Position the cylinder-8 under
the box directly so that the top side is flush with the bottom of the
box. You should see that 1/2 the cylinders top points are in the middle
of the boxes face, while the other half are in line with its corner. Go
into vertex manip. mode and select the cylinder. Drag all of the points
that are in line with the corner to be in the same spot as the corner
of the cylinder (one at a time). Then drag all of the other points so
they line up with one of the corners close to them, either will do. As
of now we will get an invalid solid structure. To prevent that we need
to split all the quadrilater faces into 2 triangles. Its tough to
describe this without a picture so here is one. Select the two verts
like here and hit ctrl+f. Do this to all the 4 sided faces and you will
be golden. Do the same thing with the 8 sided -> 16 sided cylider.
Here is the picture:
And you'll end up with this:

(sorry for the image size, it is needed to get the full solution in prpoer detail)
I even will give you the vmf:
I sure hope this is what you were asking for ... ![]()
Posted by kdhunt2000 on Sun Dec 26th at 5:03am 2004
Posted by Leperous on Sun Dec 26th at 7:28pm 2004
Leperous
member
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Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Orpheus on Sun Dec 26th at 7:50pm 2004
*adopts whinny valley girl voice*
Paleeeze..
*coughs because whinny valley girl voice is painful*
lets not go there. ![]()
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by kdhunt2000 on Sun Dec 26th at 7:54pm 2004
Posted by SaintGreg on Mon Dec 27th at 6:00am 2004
As for the question, you should search google for some tut's on using the vertex manip tool, as it really is one of the most useful features of hammer, next to cloning objects.
Posted by Orpheus on Mon Dec 27th at 10:10am 2004
LOL, its just that i love to catch people in a slight untruth.
i have been posting hammer shots in 800x600 and less than 100k .jpgs for years without a hitch.
still, i do appreciate the effort in spite of the misconception that people doing so are doing me some sort of a favor. i have 1.5 Mbps DSL. i notice only that people have screwed up cause the images take seconds to load, instead of just popping up like they are supposed to.
the snarkpit, thanx you.
[addsig]Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by kdhunt2000 on Fri Dec 31st at 11:26pm 2004
Posted by kdhunt2000 on Sun Jan 2nd at 6:42pm 2005
Posted by SaintGreg on Mon Jan 3rd at 4:41am 2005
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