Re: [article] Pipe-Works (part 2)
Posted by 7dk2h4md720ih on
Wed Aug 18th 2004 at 10:08pm
Posted
2004-08-18 10:08pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
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.
Re: [article] Pipe-Works (part 2)
Posted by fizscy46 on
Wed Aug 18th 2004 at 10:31pm
Posted
2004-08-18 10:31pm
334 posts
72 snarkmarks
Registered:
Nov 16th 2003
Location: Toronto, Canada
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
Re: [article] Pipe-Works (part 2)
Posted by ReNo on
Wed Aug 18th 2004 at 10:33pm
Posted
2004-08-18 10:33pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: [article] Pipe-Works (part 2)
Posted by 7dk2h4md720ih on
Wed Aug 18th 2004 at 10:49pm
Posted
2004-08-18 10:49pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
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.
Re: [article] Pipe-Works (part 2)
Posted by KungFuSquirrel on
Wed Aug 18th 2004 at 11:40pm
Posted
2004-08-18 11:40pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
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.
Re: [article] Pipe-Works (part 2)
Posted by ReNo on
Thu Aug 19th 2004 at 1:28am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: [article] Pipe-Works (part 2)
Posted by Ferret on
Thu Aug 19th 2004 at 2:35am
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
16 sided pipe!?! jesus go 8 it looks fine and takes THAT MUCH POLYGONS LESS
Re: [article] Pipe-Works (part 2)
Posted by Sinner_D on
Thu Aug 19th 2004 at 11:42am
Posted
2004-08-19 11:42am
376 posts
115 snarkmarks
Registered:
Oct 11th 2002
Occupation: Freelance mapper
Location: Sandiego, CA
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.
Re: [article] Pipe-Works (part 2)
Posted by 7dk2h4md720ih on
Thu Aug 19th 2004 at 8:54pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
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.
Re: [article] Pipe-Works (part 2)
Posted by Captain P on
Fri Aug 20th 2004 at 9:27am
1370 posts
1995 snarkmarks
Registered:
Nov 6th 2003
Occupation: Game-programmer
Location: Netherlands
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...
Re: [article] Pipe-Works (part 2)
Posted by Pericolos0 on
Mon Aug 23rd 2004 at 10:05pm
Posted
2004-08-23 10:05pm
40 posts
44 snarkmarks
Registered:
May 30th 2004
Occupation: i is a student
Location: Belgium
So when are people gonna learn to use models to create pipes.
they look ugly as brushes cos they dont have smoothing on them.
Re: [article] Pipe-Works (part 2)
Posted by JFry on
Tue Aug 24th 2004 at 8:43am
JFry
member
369 posts
82 snarkmarks
Registered:
Mar 9th 2004
Occupation: Scumbag
Location: USA
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.
Re: [article] Pipe-Works (part 2)
Posted by Orpheus on
Mon Nov 1st 2004 at 2:36pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
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