Re: [article] Pipe-Works (part 2)
Posted by Sinner_D on Wed Aug 18th at 9:04pm 2004
This is a discussion topic for the article "Pipe-Works (part 2)" by Sinner_D which can be found here
Article description:
T- and X- junctions


Sinner_D
member
376 posts
78 snarkmarks
Registered: Oct 11th 2002
Location: Sandiego, CA
Occupation: Freelance mapper
Re: [article] Pipe-Works (part 2)
Posted by 7dk2h4md720ih on Wed Aug 18th at 10:08pm 2004
If you turn them into func_walls then why do you need to clip them? I may be wrong but func_walls intersecting shouldn't cause face_splitting.

7dk2h4md720ih
member
1976 posts
198 snarkmarks
Registered: Oct 9th 2001
Re: [article] Pipe-Works (part 2)
Posted by ReNo on Wed Aug 18th at 10:33pm 2004
Func_walls intersecting func_walls WILL cause face splitting, so a tactic LIKE this would be useful though this one is rather unnecessarily complex. Instead it would be more efficient to make your two pipes that cross, and at the intersection, clip off a section of one of them and turn this part into a func_wall. This will stop any face splitting, and won't require any complex brush manipulation, provided the rest of the pipes are world brushes that is.
Despite being more work than needed for the situation, the tutorial gives a decent enough insight into brush manipulation and how cylinders can fit together.

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: [article] Pipe-Works (part 2)
Posted by fizscy46 on Wed Aug 18th at 10:31pm 2004
Func_walls and func_walls split.
Bland pipe texture, but very useful to the newbies, and its kept simple too.
EDIT: Damn, reno beat me to that

fizscy46
member
334 posts
63 snarkmarks
Registered: Nov 16th 2003
Location: Toronto, Canada
Re: [article] Pipe-Works (part 2)
Posted by 7dk2h4md720ih on Wed Aug 18th at 10:49pm 2004
Good thing I didn't rate it. I always have one of mine a solid and the other a func_wall so I wasn't sure.
I would have gone with a 12 sided cylinder for the sake of clarity and simplicity but that's neither here nor there.

7dk2h4md720ih
member
1976 posts
198 snarkmarks
Registered: Oct 9th 2001
Re: [article] Pipe-Works (part 2)
Posted by KungFuSquirrel on Wed Aug 18th at 11:40pm 2004
I recall that func_walls only split each other when intersecting brushes are part of the same func_wall, so using separate func_walls (or one world brush and one func_wall) might yield some good results. I could be wrong, of course, but brush faces on one entity shouldn't combine faces with faces on another.

KungFuSquirrel
member
751 posts
345 snarkmarks
Registered: Aug 22nd 2001
Location: Austin TX
Occupation: Game Design, LightBox Interactive
Re: [article] Pipe-Works (part 2)
Posted by Sinner_D on Wed Aug 18th at 11:51pm 2004
You all can go func_wall yourselves...ah hahaha
well i guess its more work the needed, but it does look nice
and once you prefab that morphed section, its a breeze

Sinner_D
member
376 posts
78 snarkmarks
Registered: Oct 11th 2002
Location: Sandiego, CA
Occupation: Freelance mapper
Re: [article] Pipe-Works (part 2)
Posted by ReNo on Thu Aug 19th at 1:28am 2004
It should look the same whether they overlap OR meet like in your method, and if they overlap its much simpler on the compiling process AND uses less faces, so is, if anything, going to have a lower polycount. Don't mean to rain on your parade, I just think its unnecessary and long winded to use the method you describe in this situation.

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: [article] Pipe-Works (part 2)
Posted by Ferret on Thu Aug 19th at 2:35am 2004
16 sided pipe!?! jesus go 8 it looks fine and takes THAT MUCH POLYGONS LESS

Ferret
member
427 posts
243 snarkmarks
Registered: Jan 28th 2002
Occupation: Student
Re: [article] Pipe-Works (part 2)
Posted by Sinner_D on Thu Aug 19th at 11:42am 2004
Well guys ive given this some thought, and yes you are all right in that aspect, however if i were going to be doing some complecated things like having the top half of the pipes burst open in flames(which i am currently working on, and the reason for me writing this tut), my technic would be absolutely neccisary. but for simple pipes in a map, yes it would be better to just func_wall the section that meets.

Sinner_D
member
376 posts
78 snarkmarks
Registered: Oct 11th 2002
Location: Sandiego, CA
Occupation: Freelance mapper
Re: [article] Pipe-Works (part 2)
Posted by 7dk2h4md720ih on Thu Aug 19th at 8:54pm 2004
Make step 5 a little clearer by telling people either to use vertex manipulation or the clip tool. 'Morph' mightn't mean much to a newbie.

7dk2h4md720ih
member
1976 posts
198 snarkmarks
Registered: Oct 9th 2001
Re: [article] Pipe-Works (part 2)
Posted by Captain P on Fri Aug 20th at 9:27am 2004
The tutorial explains the subject fine, except that CM should've been mentioned and that both parts would better be put into seperate func_walls, but aside from that, nice.
But I wonder... do pipes really break apart at such intersections? Or at the connections with another pipe part? Since these intersections are usually a special pipe part, and I suppose the connections between pipe parts are the weakest spots in pipelines...

Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands
Occupation: Game-programmer
Re: [article] Pipe-Works (part 2)
Posted by Pericolos0 on Mon Aug 23rd at 10:05pm 2004
So when are people gonna learn to use models to create pipes.
they look ugly as brushes cos they dont have smoothing on them.
Pericolos0
member
40 posts
44 snarkmarks
Registered: May 30th 2004
Location: Belgium
Occupation: i is a student
Re: [article] Pipe-Works (part 2)
Posted by JFry on Tue Aug 24th at 8:43am 2004
That Y-Junction looks alot like a T. Minor detail I know, but they really are different shapes. Also I didn't know func_walls split faces on other func_walls. Ya learn something new everyday, unless you are lazy.

JFry
member
369 posts
67 snarkmarks
Registered: Mar 9th 2004
Location: USA
Occupation: Scumbag
Re: [article] Pipe-Works (part 2)
Posted by Gwil on Mon Nov 1st at 3:02am 2004

Gwil
super admin
2864 posts
293 snarkmarks
Registered: Oct 13th 2001
Location: Derbyshire, UK
Occupation: Student
Re: [article] Pipe-Works (part 2)
Posted by Orpheus on Mon Nov 1st at 2:36pm 2004
Without reading it all, i will say.. 1) i never bisect the same size pipes, it looks shoddy, 2)and i always copy/paste a small portion if the pipe i insert and turn it into a func_wall to reduce splitting.. i copy/paste the small portion to also reduce the ugly func_wall-no shadow the lights cause..
/2cents

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking