Snarkpit Articles


Ok, lets begin with the "Y" Junction

Step 1: Create a cylinder, doesnt matter what size aslong as its not too small for hammer, I made mine 32l, 32w, 156h, 16 sides:



Step 2: Duplicate that cylinder, and make it horizontal to the original with one end sticking half way into the original:



Step 3: Now using the clipping tool, cut the horizontal cylinder vertical along the inside edge of the original (make the outside of that cylinder invisible)



Step 4: now you will need to cut the visible part of the horizontal cylinder into pieces (half the number of sides)



Step 5: And lastly you will need to take each piece and morph it to fit the edge of the original cylinder:



Now, the final product: "Y" Junction:



Now you Should all have realized by now how to make the "X" Junction, but for those of you who havent, it's real simple.

Step 1: after completing the above steps for the "Y" Junction, simply double up the final product. You could even change it up a bit, add some style to the design.



Final Note: Do you, and your players a favor, use this wisely, and func_wall all the pieces to help your r_speeds (see various tutorials for an explanation)


Post ReplyView Topic
Discussion
0 starsPosted by KungFuSquirrel on Wed Aug 18th 2004 at 11:40pm

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.
0 starsPosted by 7dk2h4md720ih on Wed Aug 18th 2004 at 10:49pm

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.
0 starsPosted by ReNo on Wed Aug 18th 2004 at 10:33pm

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.
0 starsPosted by fizscy46 on Wed Aug 18th 2004 at 10:31pm

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
0 starsPosted by 7dk2h4md720ih on Wed Aug 18th 2004 at 10:08pm

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.
Post ReplyView Topic