Curved Pipes

Curved Pipes

Re: Curved Pipes Posted by Schmung on Tue Sep 16th 2003 at 3:01pm
Schmung
63 posts
Posted 2003-09-16 3:01pm
Schmung
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63 posts 6 snarkmarks Registered: Sep 16th 2003
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
KoRnFlakes
1125 posts
Posted 2003-09-16 3:10pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
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
Dr Brasso
1878 posts
Posted 2003-09-16 6:32pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
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
Gollum
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Posted 2003-09-16 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
Schmung
63 posts
Posted 2003-09-16 7:51pm
Schmung
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63 posts 6 snarkmarks Registered: Sep 16th 2003
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 KoRnFlakes on Tue Sep 16th 2003 at 7:58pm
KoRnFlakes
1125 posts
Posted 2003-09-16 7:58pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
I have all the images m8, I dont have my written text anywhere though :/

http://www.dazhampton.co.uk/misc/

look for tutimg01 etc
Re: Curved Pipes Posted by Cash Car Star on Tue Sep 16th 2003 at 7:58pm
Cash Car Star
1260 posts
Posted 2003-09-16 7:58pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
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
Sinner_D
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Posted 2003-09-16 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
Schmung
63 posts
Posted 2003-09-16 10:06pm
Schmung
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Duly saved and whatnot. Thanks muchly guys.
Re: Curved Pipes Posted by KoRnFlakes on Tue Sep 16th 2003 at 10:25pm
KoRnFlakes
1125 posts
Posted 2003-09-16 10:25pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
Sinner_D said:
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?
Yes, But how do you know where exactly to put each point? The idea of the tut was that it created a guideline. Its very difficult to guess the 1st vertex correctly & then guess the rest in some sort of line without having an oddly shaped pipe.
Re: Curved Pipes Posted by Campaignjunkie on Wed Sep 17th 2003 at 12:22am
Campaignjunkie
1309 posts
Posted 2003-09-17 12:22am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
User posted image

This method entails vertex manipulation, a bit of time (no more than a minute or two), and some common sense. In general, it's much neater than some other methods I've seen.
Re: Curved Pipes Posted by Dr Brasso on Wed Sep 17th 2003 at 2:13am
Dr Brasso
1878 posts
Posted 2003-09-17 2:13am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
:lol: ...a minute or two for guys like you CJ....me?...an hour for a sixteen sided 90 degree bend....and im a drafting geek.... :rofl: ....doesnt say much for my abilities does it.... :heee:

Doc B... :dodgy:

 i do however, love the fact that for all tenses and purposes, the method circumvents the squirrely "cylinders"....woot!
Re: Curved Pipes Posted by Dietz on Wed Sep 17th 2003 at 6:15am
Dietz
101 posts
Posted 2003-09-17 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
KoRnFlakes
1125 posts
Posted 2003-09-17 9:06am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
um, how on earth do you put a vertex half way through 2 points?
Re: Curved Pipes Posted by Cash Car Star on Wed Sep 17th 2003 at 5:32pm
Cash Car Star
1260 posts
Posted 2003-09-17 5:32pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I'm guessing that's not a one unit grid is all. Otherwise, you'd have to resort to QuArK for floating point vertices.
Re: Curved Pipes Posted by Campaignjunkie on Thu Sep 18th 2003 at 4:44am
Campaignjunkie
1309 posts
Posted 2003-09-18 4:44am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Dietz said:
/me is happy that at least one person is using his example ...

/me pets CJ
Well actually I stole it from ken20banks. But still, you clarifyed it for me I guess. :smile:

/me purrs
Re: Curved Pipes Posted by Gorbachev on Thu Sep 18th 2003 at 4:57am
Gorbachev
1569 posts
Posted 2003-09-18 4:57am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
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 fishy on Thu Sep 18th 2003 at 2:55pm
fishy
2623 posts
Posted 2003-09-18 2:55pm
fishy
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KoRnFlakes said:
um, how on earth do you put a vertex half way through 2 points?
 is this what your asking KoRn?

User posted image
Re: Curved Pipes Posted by fraggard on Thu Sep 18th 2003 at 3:02pm
fraggard
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Posted 2003-09-18 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 fishy on Thu Sep 18th 2003 at 3:18pm
fishy
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Posted 2003-09-18 3:18pm
fishy
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ic. so he was refering to the pic showing the 1:4 , 2:1 ratio thing. :leper:

ah well.

i suppose u could get that pic on a 1 unit grid if u were to make the pipes to the right ratios, and then resize them.  :razz:
Re: Curved Pipes Posted by Campaignjunkie on Sat Sep 20th 2003 at 7:33am
Campaignjunkie
1309 posts
Posted 2003-09-20 7:33am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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
Gorbachev
1569 posts
Posted 2003-09-20 6:43pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
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
Campaignjunkie
1309 posts
Posted 2003-09-20 7:11pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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
Yrachov
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Posted 2005-07-22 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
fishy
2623 posts
Posted 2005-07-22 9:59pm
fishy
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wtf? this thread is from almost two years ago.
i eat paint
Re: Curved Pipes Posted by parakeet on Mon Jul 25th 2005 at 3:05pm
parakeet
544 posts
Posted 2005-07-25 3:05pm
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i never had trouble with curved pipes... odd.
.else /me ~kill you
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