transforming shapes
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Re: transforming shapes
Posted by kdhunt2000 on Sun Dec 26th at 2:40am 2004


I want to make a tube like shape that has four sides at the top and then merges to having 20 sides at the bottom. Is this possible? sorry if my question is unclear I dont quite know how to form this question clearly



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Re: transforming shapes
Posted by 7dk2h4md720ih on Sun Dec 26th at 3:15am 2004


I gave up after a load of invalid solid errors. It's pretty clear what you want, but what is it for?




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Re: transforming shapes
Posted by kdhunt2000 on Sun Dec 26th at 4:02am 2004


well, I'm making a map kinda like glassfloors (not really) and at the bottom is a bunch of things that kill you in a cyndrical room but my map on top is a rectangle so I want it to snuggly connect the top to the killing room.



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Re: transforming shapes
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:

linky

I sure hope this is what you were asking for ...





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Re: transforming shapes
Posted by kdhunt2000 on Sun Dec 26th at 5:03am 2004


that helps mostly, but I am kinda ocnfused, it ypu could say it in another way mybe, if its not too much trouble I mean, you did a great job adn I really appreciate it its jsut I'm not very smart....



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Re: transforming shapes
Posted by kdhunt2000 on Sun Dec 26th at 7:24pm 2004


bump



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Re: transforming shapes
Posted by Leperous on Sun Dec 26th at 7:28pm 2004


It's not hard, just follow what he says one step at a time



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Re: transforming shapes
Posted by Orpheus on Sun Dec 26th at 7:50pm 2004


? quoting SaintGreg

(sorry for the image size, it is needed to get the full solution in prpoer detail)

*adopts whinny valley girl voice*

Paleeeze..

*coughs because whinny valley girl voice is painful*

lets not go there.

[addsig]




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Re: transforming shapes
Posted by kdhunt2000 on Sun Dec 26th at 7:54pm 2004


no seriously, I just dont get it the way he says it, I cant follow him, I've never used the vertex tool before, gahhh if someone could just AIM me wiht step by step that would be best.



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Re: transforming shapes
Posted by SaintGreg on Mon Dec 27th at 6:00am 2004


Orph, just for you i retook the pictures and made them png's, better quality at a lower filesize, cause of the simple images. (jpg -> png is bad times).

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.





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Re: transforming shapes
Posted by Orpheus on Mon Dec 27th at 10:10am 2004


? quoting SaintGreg
Orph, just for you i retook the pictures and made them png's, better quality at a lower filesize, cause of the simple images. (jpg -> png is bad times).



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]




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Re: transforming shapes
Posted by kdhunt2000 on Fri Dec 31st at 11:26pm 2004


ok, I seriously just dont get it. I've looked around on different sites but it just confuses me! plz someone help me out!



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Re: transforming shapes
Posted by kdhunt2000 on Sun Jan 2nd at 6:42pm 2005


ok, I tried to download your vmf but the link is broken. Plz I wanna learn how to do this.



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Re: transforming shapes
Posted by SaintGreg on Mon Jan 3rd at 4:41am 2005


when i edited it seems it changed the link location, fixed now





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