rubble walls

rubble walls

Re: rubble walls Posted by coldbladed on Mon Dec 6th 2004 at 7:37pm
coldbladed
62 posts
Posted 2004-12-06 7:37pm
62 posts 6 snarkmarks Registered: Nov 11th 2004
So I want to create a rundown sort of effect in a building I am mapping and I also want to be able to provide places for people to get in and out of the building where it would be kindda dumb to have a door. What I'm wanting to create is a wall which has an opening that looks like it has been blasted open by a cannon or some such explosion type thing. The problem is that I have no idea how to go about it! My thoughts are to just start with a plain wall and then carve from it with other brushes. Is there a better, more efficient way of accomplishing this effect and making it look good? Any suggestions would be greatly appreciated!
Re: rubble walls Posted by Neural Scan on Mon Dec 6th 2004 at 7:41pm
Neural Scan
150 posts
Posted 2004-12-06 7:41pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
I think there's quite a lot of those type of model in props_debris. Just create a prop_static or something and voila, there's your wall. If you don't want to use these then you can do a good-ish effect using brushes.

DO NOT carve it :razz: Carving sux

What you should do is try to make it out of several brushes, and use a lot of vertex manipulation. It might be hard to get right but worth a try if you don't want to use models.
Re: rubble walls Posted by MeatStick on Tue Dec 7th 2004 at 11:19pm
MeatStick
37 posts
Posted 2004-12-07 11:19pm
37 posts 4 snarkmarks Registered: Dec 6th 2004 Location: USA
Neural Scan said:
...
DO NOT carve it :razz: Carving sux
...
Why does carvng suck? Is it a mega hit on performance or does the process of carving not work very well within Hammer? Just curious since carving is one of the things I was going to be doing soon as part of an idea.
Re: rubble walls Posted by Tracer Bullet on Tue Dec 7th 2004 at 11:40pm
Tracer Bullet
2271 posts
Posted 2004-12-07 11:40pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Carving (at least in all previous versions of hammer) is notorious for several reasons. It splits brushes in a less than optimal way, creating more polys than you would get doing it with the clip tool. More importantly, the carve tool can cause some very strange errors and produces off-grid brushes. A very big no no. Go into hammer and try using a cylinder to carve a wall. You ought to get a fairly dramatic demonstration. of the points I have raised.
Re: rubble walls Posted by Leperous on Tue Dec 7th 2004 at 11:50pm
Leperous
3382 posts
Posted 2004-12-07 11:50pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Use some prop_static models, there are loads of decent blasted walls and floors in the props_debris dir. You might even be able to use props_debris/concrete_spawnhole001a.mdl as a wall if you're clever about it, and that would be ideal :smile:
Re: rubble walls Posted by MeatStick on Tue Dec 7th 2004 at 11:51pm
MeatStick
37 posts
Posted 2004-12-07 11:51pm
37 posts 4 snarkmarks Registered: Dec 6th 2004 Location: USA
ACK! That's a bummer, since carving, if worked correctly, would be SOOoo friggin useful and fast to do some of the stuff I had in mind. If it's previous 'actions' are notorious for doing very bad things (as you describe) it sure seems like something that would be readily known to the devs and repaired, not carried over into the new and improved editor that supports new Source engine. I'll try it out to see, but most CERTAINLY on a blank new map! Wouldn't want it to trash the one i'm working on ATM that's for sure. Thanks for the info.

EDIT:

I did a test on a wall that was 32 thick, floating in a room not touching anything else. I carved a hole in it using an 8sided cylinder. It made a nice hole and the wall became (looks logical) 8 parts like offsetting triangles. Did the problems you described happen under this scenario or does the wall need to be touching other things for it to show up, etc. Just want to see if can reproduce those kinds of problems based on your (or someone else's?) experience by duplication. Really hate to think they wouldn't fix something so important.
Re: rubble walls Posted by coldbladed on Wed Dec 8th 2004 at 2:51am
coldbladed
62 posts
Posted 2004-12-08 2:51am
62 posts 6 snarkmarks Registered: Nov 11th 2004
I've tinkered with the different debris items for creating rubble walls
and I marked both your answers right because there are a lot of
different ways to do what I was asking!

Thanks guys
Re: rubble walls Posted by StormSeed on Wed Dec 8th 2004 at 10:49am
StormSeed
5 posts
Posted 2004-12-08 10:49am
5 posts 1 snarkmarks Registered: Dec 7th 2004 Occupation: Programmer Location: South Africa
There is a seperate thread for why not to use carving, but here is a summary:

Carving will never be fixed, because it is working exactly as it
should, but humans are smarter than computers, therefore a human can
generally do a better job than the standard carve algorithm, therefore
it is up to the human to make sure that the carve alogrithm doesn't do
anything that would decrease the performance of the map.

This is in many cases as much trouble as doing the same thing without
carve, therefore most people do not bother even learning how to use
carve properly.

Use carve only when you can't find a better way. Planning stuff before doing them generally helps you to avoid mistakes.
Re: rubble walls Posted by coldbladed on Wed Dec 8th 2004 at 10:38pm
coldbladed
62 posts
Posted 2004-12-08 10:38pm
62 posts 6 snarkmarks Registered: Nov 11th 2004
I've seen a few tuts that explain efficient carving and you're right.
Its just a lot of work preparing for the carve that can be done in the
same time as clipping.