Diagonal measurements

Diagonal measurements

Re: Diagonal measurements Posted by Leviathan on Sun Jul 29th 2007 at 7:14pm
Leviathan
39 posts
Posted 2007-07-29 7:14pm
39 posts 44 snarkmarks Registered: Apr 25th 2005
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

My new map is this: User posted image<br style="color: white;"><br style="color: white;">Here's what I have: User posted image<br style="color: white;"><br style="color: white;">My question is how do I get correct door measurements on walls that are diagonal?
Re: Diagonal measurements Posted by Stadric on Sun Jul 29th 2007 at 7:36pm
Stadric
848 posts
Posted 2007-07-29 7:36pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Use trigonometry.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Diagonal measurements Posted by RedWood on Sun Jul 29th 2007 at 8:21pm
RedWood
719 posts
Posted 2007-07-29 8:21pm
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
That map is going to be a real bitch to work on the whole way through. Your measurements will never come out right. I sagest that you rotate the base layout so that the larger right part is vertical. then the only angels you have to worry about are the left and right walls. the map wont change, just the way its laid out in hammer.
Re: Diagonal measurements Posted by Leviathan on Sun Jul 29th 2007 at 9:13pm
Leviathan
39 posts
Posted 2007-07-29 9:13pm
39 posts 44 snarkmarks Registered: Apr 25th 2005
It can't be done. No matter how much I rotate the entirety of my map I can not get the other parts to become completely straight; they remain at an angle to some small degree.
Re: Diagonal measurements Posted by omegaslayer on Sun Jul 29th 2007 at 9:21pm
omegaslayer
2481 posts
Posted 2007-07-29 9:21pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
make a temporary door the correct length, then rotate it to 'about' the angle you need it to be. Then guestimate the correct length of the cut out. I cant stress enough that you should try to keep things on the grid, even the largest grid at that. It'll really cut down on the head aches.
Posting And You
Re: Diagonal measurements Posted by reaper47 on Sun Jul 29th 2007 at 10:44pm
reaper47
2827 posts
Posted 2007-07-29 10:44pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
f**k trigonometry. The best thing you can do is using identical ratios for the side lengths to keep the right angles correct (check out the latter part of this tutorial).

With Hammer, 90? corners are easy, everything else is a nightmare to keep under control. I sense great misery and tears of desperation.

But good luck, if you get it right it will certainly look more interesting than all the boring 90? maps out there. :biggrin:
Why snark works.
Re: Diagonal measurements Posted by DrFrag on Thu Aug 16th 2007 at 4:06pm
DrFrag
62 posts
Posted 2007-08-16 4:06pm
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
If I were doing this map, I would create 90 degree templates of each type of door and doorframe I wanted in the map, and keep copies of them somewhere out in the void. These would have completed brushwork, properly textured, etc.

Then, I would shift-drag copies into the map and rotate them to fit as close to the walls as possible. Then I would zoom in and use vertex manipulation to make all the joins line up. They shouldn't be out by more than a couple of units, and the player isn't going to notice this.

I would also try to make the wall diagonals regular to some observable degree. For example, in the hexagonal room on the left, I would make the diagonal lines go across-15-units down-26-units (or whatever is close to your angle). That way you get more points along a line that fall exactly on grid line crossovers, and this keeps things a bit happier when you come to use the clipping tool.

The entry/laundry I would probably do entirely at 90 degrees, then slide in a copy and rotate it for the final step. With a little vertex manipulation to make it fit, hopefully affecting only the thickness of the walls.

Good luck! :smile:
Re: Diagonal measurements Posted by quanta on Mon Aug 20th 2007 at 2:22pm
quanta
33 posts
Posted 2007-08-20 2:22pm
quanta
member
33 posts 53 snarkmarks Registered: Jun 14th 2007 Occupation: Student/Programmer Location: USA
Heh, good luck not getting any of those portal leafs saw into cluster errors with diagonal portals :razz:
People its snarkpit.net not snarkpit.com! Be sure to check this when you add links!
Re: Diagonal measurements Posted by Cash Car Star on Mon Aug 20th 2007 at 8:52pm
Cash Car Star
1260 posts
Posted 2007-08-20 8:52pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
If I were doing this map, I would not make perfect geometric shapes,
but rather tweak the design marginally to give me angles with nice
slopes. 60 degrees is useless to me, but a wall that has a slope
of 2 is great to work with. This is kind of like what Dr. Frag
said, but 15/26 is not a nice enough slope. 15/25 for example,
works out even better, as that reduces to 3/5.

Also, I would rotate the entire map so that your entryway is on the
x-axis. It just seems sensible to me (since it won't matter once
in game) to align your map so that you have the most doors possible
parralel with an axis. Currently, only two of your doors are
easy, the master bedroom outside door and the master bathroom shower
door. If you rotate as I suggested, the front door, the pantry
door, the three doors in the laundry and the six in the entryway become
easy.
Re: Diagonal measurements Posted by DrFrag on Thu Aug 23rd 2007 at 11:12pm
DrFrag
62 posts
Posted 2007-08-23 11:12pm
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
Cash Car Star said:
This is kind of like what Dr. Frag said, but 15/26 is not a nice enough slope. 15/25 for example, works out even better, as that reduces to 3/5.
/smacks forehead

Of course! Why didn't I see that? :lol: