Re: Curved Pipes
Posted by Schmung on
Tue Sep 16th 2003 at 3:01pm
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Someone (might have been Reno or Kornflakes, one of you regulars anyway) posted a nifty Tutorial on curving pipes around corners, which made them look very nice and saved a fair amount of effort. Alas I cannot find it here and forgot to save the damn thing to my HD, so if anyone could link me/PM me or e-mail then I would be most grateful.
Re: Curved Pipes
Posted by KoRnFlakes on
Tue Sep 16th 2003 at 3:10pm
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t'was mine, I unfortunately found that in some cases it looked fine in editor no errors but looked slightly off point in game. Perhaps it was just a VHE error, But I really dont know.
I may bung it back up, But atm im worried its not a good tut.
Re: Curved Pipes
Posted by Dr Brasso on
Tue Sep 16th 2003 at 6:32pm
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actually korny, it was a very good tut.....the problem is a vector math one...ive been trying to figure it out for close to a year now....everything has to be based on a 1 to 1 ratio, and i still havent found the correct ratio for bending pipes ....ive seen some good ones out there, but not quite "realistic"....im still working on it :heee:
anyway, i'd say, "put it back up man"... :wink:
Dr Brasso... :dodgy:
Re: Curved Pipes
Posted by Gollum on
Tue Sep 16th 2003 at 7:21pm
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I suppose you could always put it in with a model, if you wanted a very nice curvy pipe (though really that method is more suited to the new breed of FPS games).
Re: Curved Pipes
Posted by Schmung on
Tue Sep 16th 2003 at 7:51pm
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Well for a start models aren't lit very well, anything would be an improvement of the corners I have at present though.
If you don't want to post it again, do you mind PM ing me it Korn?
Thanks for the help guys.
Re: Curved Pipes
Posted by Cash Car Star on
Tue Sep 16th 2003 at 7:58pm
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Dare I say: Path Duplicator?
Path Duplicator!
There! I dared!
Re: Curved Pipes
Posted by Sinner_D on
Tue Sep 16th 2003 at 8:38pm
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korn? do you really have to do all those steps...couldnt you just take three slices of those pipes and the morph them to fit in where you need it?
but anyways, i would say put it back up, just from the pix it looks to be a complex detailed tut.
P.S. schmung i noticed in korns archive, he has a "pipe" zip file, that has the .rmf file used to creat that tut, i would suggest DL that and check it out, might help ya.
Re: Curved Pipes
Posted by Schmung on
Tue Sep 16th 2003 at 10:06pm
Posted
2003-09-16 10:06pm
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Duly saved and whatnot. Thanks muchly guys.
Re: Curved Pipes
Posted by Dietz on
Wed Sep 17th 2003 at 6:15am
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/me is happy that at least one person is using his example ...
/me pets CJ
Re: Curved Pipes
Posted by KoRnFlakes on
Wed Sep 17th 2003 at 9:06am
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um, how on earth do you put a vertex half way through 2 points?
Re: Curved Pipes
Posted by Gorbachev on
Thu Sep 18th 2003 at 4:57am
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personally in a curved pipe situation I'd opt for using a model...unless you have a truely tricky lighting situation.
Re: Curved Pipes
Posted by fraggard on
Thu Sep 18th 2003 at 3:02pm
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Er, No fishy. He was talking about moving a vertex, and manually placing it between two grid units on a one-unit scale. What you demonstrated is a Face Split. A bit of a difference :smile:
Re: Curved Pipes
Posted by Campaignjunkie on
Sat Sep 20th 2003 at 7:33am
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I think you're over-analyzing that curved pipe thing. First, don't use a real cylinder (well, a cylinder that Hammer produces); it's best to use a hexagon or octagon with all vertices aligned to the grid. Then just follow those slopes and it will be pretty easy; and the player will never notice they aren't real cylinders anyway.
And using a curved pipe model probably won't work too well, as model lighting is calculated by the light level of the ground directly below the model. It won't match the lighting of the rest of the piping.
Re: Curved Pipes
Posted by Gorbachev on
Sat Sep 20th 2003 at 6:43pm
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lighting on the model is calculated from where the origin is...so if you place it properly there is no problem.
Re: Curved Pipes
Posted by Campaignjunkie on
Sat Sep 20th 2003 at 7:11pm
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No, say there's a red light above the pipes, and then a yellow light below the pipes. The top of the pipes will be red-ish, the bottom will be yellowish. But that won't happen with a model; it will just be yellowish because that's what on the bottom. It won't match.
Re: Curved Pipes
Posted by Yrachov on
Fri Jul 22nd 2005 at 7:25pm
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for the question about vertex manioulation, just make the cylinder the
size that it would be at the largest side. Then, use the clipping tool
and this will align all veritcies to the end point, in a neat clear
line.
Re: Curved Pipes
Posted by fishy on
Fri Jul 22nd 2005 at 9:59pm
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wtf? this thread is from almost two years ago.
i eat paint