Circular ramps

Circular ramps

Re: Circular ramps Posted by Juim on Sat Sep 20th 2008 at 2:53pm
Juim
726 posts
Posted 2008-09-20 2:53pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
OK, I did'nt notice any search parameters on the editing forums, and I tried the default search engine on the top of the main page.I'm trying to expand my knowledge of shapes, and how source deals with them, and I'm trying to make a smooth circular ramp, not stepped, but gradually ascending. I remember asking reaper about his meticulous work on the spiral stairway handrails, which he said were all on the grid. But for the life of me, I cannot get the same thing to happen without invalid brush errors.
I start with an arch, 24 sides 360 degrees, wall width 60w and 8h and create object.
I have tried for hours using the vertex manipulator, but to no avail. I know I can use displacements, but I would have to make a top and a bottom, and that seems kind of excessive. What amI missing in this most basic of shapes? Any input would be appreciated.
Re: Circular ramps Posted by Le Chief on Sat Sep 20th 2008 at 9:57pm
Le Chief
2605 posts
Posted 2008-09-20 9:57pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
You get the invalid brush error from a face that is not flat. A face can be tilted at different angles, one side can be lower than another side, but if the face isn't flat, your in trouble. For example, create a simple rectangular prism brush, open up vertex manipulation and raise one of the corner points at the top, just one corner. The brush you now have is invalid because the top surface is not flat.

Here are some things I know about how source deals with BSP geometry:

-Everything is split up in triangles.
-Surfaces are cut up depending on the texture resolution and scale and the light map scale.
-World geometry touching eachother will split the faces.
-Func_detail and like do not split faces.
-BSP geometry is quite demanding compared to mesh/model geometry.
-Probably more that I have forgotten.

I have no idea how I would create what you want, but I would try two things.

1) Try screwing around with the arch tool but I still don't know how it works properly.

2) Create a 15 degree section of the spiral you want, (set default rotation to 15 degrees in 2D options), than [Shift] + drag that segment around, rotate and put in place. If you do that and you have a triangular gap (depending on how you made your original piece) than just create a new brush and fill in the gap.
Aaron's Stuff
Re: Circular ramps Posted by fishy on Sun Sep 21st 2008 at 11:14pm
fishy
2623 posts
Posted 2008-09-21 11:14pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
The inside edge of a spiral ramp has a steeper gradiant than the outside edge, so to make it smooth, it would need some sort of twist in the middle, and we all know hammer doesn't do twist, it only does stupid triangles.

So the triangle version would look something like this,
User posted image
Re: Circular ramps Posted by haymaker on Mon Sep 22nd 2008 at 12:03am
haymaker
439 posts
Posted 2008-09-22 12:03am
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Re: Circular ramps Posted by G4MER on Mon Sep 22nd 2008 at 4:04am
G4MER
2460 posts
Posted 2008-09-22 4:04am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
http://developer.valvesoftware.com/wiki/Hammer_Arch_Properties

Maybe that will help?

Or you can model it with blender.