Snarkpit Articles


Introduction


Ninety degree curves are one of the most simplistic architectural aspects of a level -- though the simple matter is, many people probably think that it's difficult to create borderline perfect curves without serious mapping work. This tutorial will show you how to easily create a ninety degree turn that should be almost, if not, a "perfect curve." We'll also add some trim to curve -- also prooving that detailing a ninety degree is fairly easy.
Oh, and by the way, there are also a few other great curve tutorials here at the snarkpit -- I highly suggest that you read all of them, since every tutorial out there provides great insight into mapping methodology, and it's great learning experience too! (Please see the bottom of the tutorial for links)

Creating the Basic Curve


We're going to use some slightly large architecture for the sake of this tutorial -- to begin, draw out two 256x256x4 squares, and place them like so as seen in the image. They will serve as the two leeways into our turn.
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Next, we need to create a template cylinder to work with -- this will serve as the basis of our turn. I recomend that you use the following settings, as shown here:
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Now it's time to draw the cylinder out. Using our two original squares as a template, draw a cylinder out so all sides of the bounding box are all equal in length -- draw the bounding box directly over your original squares, as seen here:
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Press enter and create the cylinder -- the result should be this:
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Now it's time to slice this cylinder up like a hunk of ham! We'll now create the outter most part of the curve. Using the clip tool, clip and delete 3/4 of the cylinder, until you are left with this:
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Now it's time to create the inner part of the circle, using similar methods from above. Once again, create another 16 face cylinder, only this time, draw the bounding box out to the size of the curve we have:
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Create the cylinder -- this one will serve only as a template, and will be deleted later. Start off by moving the cylinder down to the bottom corner of the curve, as seen here:
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Now create a box that is at least the length of the corner of the cylinder we'll be using. Clip the box along the vertices of the cylinder, as shown here. Note: You will most likely be using a grid of 1 during the clipping process.
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Lastly, vertex manipulate the square brushes into place, like so. Note: You will most likely be using a grid of 1 during the vertext manipulating process.
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Now delete the inner template cylinder, and tadaa! You've just created a basic, curved, ninetry degree corner. Bask in your glory for just a moment, and then let's spice it up with some trim.

Adding Trim


First, begin by drawing another cylinder that is equal to the area of the curve and both straight paths -- only this time, enlarge the cylinder by 16 units on all four sides:
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Press enter and create the circle. Next, you will have to clip off 3/4 of the cylinder. The fourth that should not be clipped away should be the fourth that is resting directly above the curve itself.

Now it's time for some clipping and vertex manipulation. Clip the remaining chunk of the cylinder in relation to the outter most vertices, as seen here: Note: You will most likely be using a grid of 1 during the clipping process. The green dots represent the vertices you should be using to clip against.
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Your next job is to vertex manipulate the lowest vertices of the sliced chunk to the outter most vertices of the curve. To fix the triangle sliver we have left over, simply clip off the top of it and vertex manipulate the vertices into place. As usual, you'll probably be on a grid of 1.
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The final part is to create the trim on the inside of the curve -- this is really the hardest part of the entire process, though hopefully by the end of this tutorial, you won't be thinking that ;D

Begin by creating two 16 unit wide brushes on the inner sides of our boxes. Not only is this part of the trim that we're trying to create, but laying these brushes down now makes measuring things a bit easier:
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Once again, time to create another cylinder! This time, draw out a cylinder that is equal in size to the area of the outter curve, not including the trim. Once you have drawn the cylinder out, shrink it down by 16 units in all directions:
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Create the cylinder -- move the cylinder down to our inner curve, and align the cylinder so the fourth that we are going to use matches up on our two rectangles:
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We're almost at the end! Wake up! Now draw out a box that covers up the majority of the inside of the turn, and clip it in relation to the outter most vertices of the cylinder: Yea, you'll probably be on a grid of 1 again. The green dots represent the vertices you should be using to clip on.
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Vertex manipulate the vertices on the rectangles so the match up with the vertices of the inside of the curve, and the vertices of the outside of the cylinder, like so:
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Now delete the cylinder that we have been using as a template. To wrap this up, add some trim to the outside of our two boxes, and you're golden.
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That's it! You're all done! Hopefully you've learned, by this point, how to use this cylinder process to create perfect looking ninety degree curves. This method can be expanded on quite a bit, but this is the underlying process you'll be using if you decide to use the cylinder method of creating curves.
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Now go create some great curvy architecture ;D

Links


Curves by Dietz
Rounded Corners by Orpheus


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Discussion
0 starsPosted by tnkqwe on Sat Aug 25th 2007 at 10:02am

Not bad
0 starsPosted by Cash Car Star on Sat Jun 30th 2007 at 10:59am

In response to reaper: technically yes. But make a walkway that way and then make one this way and say that this way doesn't look more natural. Also, from a gameplay perspective, this curve is a bit more forgiving in keeping players physically on the walkway - depending on placement this could be crucial. This method actually makes the pathway wider through the curve than on the straightways.

It's kind of like Greek architecture... it looks correct and balanced from a distance, but when you get up close and start chugging the math, you see the pillars aren't perfectly cylindrical, the buildings are slightly trapezoidal, and so on.
0 starsPosted by reaper47 on Wed Jun 27th 2007 at 3:15pm

Looks simple, but I didn't know you could do it this way. Nice!

I think that the new Hammer tries to snap to grid cylinder edges now, but it doesn't really help much for this kind of architecture.

[edit] - I just relized, for a perfect 90? curve, shouldn' the circles have identical centers? Sorry if that was mentioned somewhere already.
0 starsPosted by SilentHunter on Wed Jun 27th 2007 at 11:06am

I would like some help with this smiley. I have no idea what to do when it talks about the vertex and clipping parts. I need better detail on that. smiley Would anyone be willing to help?
0 starsPosted by Cash Car Star on Tue Jun 26th 2007 at 8:04pm

QuArK had such an amazing arch/cylinder/tube tool. You could do all this in like, three steps. But I don't think anyone uses it anymore.
0 starsPosted by mazemaster on Tue Jun 26th 2007 at 6:57pm

Arch tool will give off-grid locations, which may cause really annoying and hard to find errors later on, unless you go in and wobble each of the verticies by hand. I think making the curve by hand (like it is done in this tut) is the best way.

Also, making the curve by hand teaches principles of brush making that can extend to other aspects of mapping where you can't simply use the arch tool.
0 starsPosted by Le Chief on Tue Jun 26th 2007 at 8:06am

I swear I am so crap at the arc tool. I do what I want and the arc comes out all retarted. Nice tutorial, I'll rate this once I read it but with all half-life tutorials I found on the interwebz, I save them onto my computer and put them in a special folder. I have a massive libary of tuts now and I often go there for help. This once going in the collection. But yeah I rate when I read.
0 starsPosted by G.Ballblue on Fri Jun 22nd 2007 at 2:43am

I'll take Captain's, Azelito's, and omega's word that the arch tool could probably be faster, and just as effective -- as for myself, I never learned how to operate it, so that would probably explain why this method is of lower quality than what you guy's use. I respect all of your opinions; I hope this tut ain't completely useless :/

@Yak: Good point in saying that no-one would notice a 4 unit imperfection anyway. The one area where it might make a difference, would be in texture alignment. I have found that doing trim this way has given me near perfect texture alignment for textures that tile, like a bar texture for instance -- for this reason, I might advise to stay on a grid of 1 when doing the nit picky parts of this tutorial, otherwise you'd probably be just fine on a grid of 4.
0 starsPosted by Yak_Fighter on Fri Jun 22nd 2007 at 2:34am

The arch tool blows

as for this tutorial its never a good idea to make floors and walls off of anything smaller than the 4 unit grid, as you'll just be pulling out your hair if you change something or mess it up and find out later you have a leak. the curve be close enough that nobody will be able to tell the difference anyway.
0 starsPosted by omegaslayer on Fri Jun 22nd 2007 at 1:40am

Arch tool would do this much easier with fewer brushes.
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