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[VALVe Hammer Editor] Subdivide Arch

  • Seldoon182
  • May 26, 2008 at 3:57 PM
  • Seldoon182
    • May 26, 2008 at 3:57 PM
    • #1

    I had a try yesterweek on Displaced Arch using the Tutoarch from KoKo.

    - When I try the "subdivide sides" steep of the tutorial the subdivision fail...

    [Blocked Image: http://pix.nofrag.com/c/b/1/d54928d9cd7a428350ab7fe4bea1d.jpg]

    [Blocked Image: http://pix.nofrag.com/5/b/1/e6417433240e018822ef6639549a8.jpg]

    [Blocked Image: http://pix.nofrag.com/2/5/1/a74f85d8039583e866021604188fb.jpg]

    Do the tutorial work for you guy ?

  • DvS
    • May 26, 2008 at 8:51 PM
    • #2

    I think you're selecting too many faces in the second subdivide step.

  • Seldoon182
    • May 26, 2008 at 9:05 PM
    • #3
    Quote from DvS

    I think you're selecting too many faces in the second subdivide step.

    Yeah that's what I was think right at the begining but I tried to select different faces and no result to me !

  • DvS
    • May 26, 2008 at 9:07 PM
    • #4

    Just tried it and it worked okay for me.

    Try deselecting all textures and then just select the 9 faces that make up the sides of the arch, looks like you've got a few in between brushes.

    Just to cover all the bases, you're using snap to grid, a relatively large grid size, and all the vertices match up in the side view, correct?

  • Seldoon182
    • May 26, 2008 at 9:30 PM
    • #5

    You're using snap to grid... check process... OK.

    Large grid size... check process... OK.

    All the vertices match up in the side view... Check process... OK.

    To kill the joke everything should work fine... Maybe my 360° arch (a step I had added) doesn't work...

  • Zeta
    • June 1, 2008 at 5:01 PM
    • #6

    DVS could post a write up on how you used to make those perfectly alligned domes for HP?

    I've always wondered how it was done and have never been able to recreate the effect satisfactorally.

  • DvS
    • June 2, 2008 at 2:00 AM
    • #7
    Quote from Zeta

    DVS could post a write up on how you used to make those perfectly alligned domes for HP?I've always wondered how it was done and have never been able to recreate the effect satisfactorally.

    Le torus tool...

    It can be very tricky, even if you manage to get the shape you want, it will not be 100% on the grid and trying to align it usually causes invalid brushes.

    Usually you won't care too much since it'll be func_detail anyway, but you can often have lightmap glitches with stuff minutely off-grid.

  • Seldoon182
    • June 3, 2008 at 9:49 AM
    • #8

    Its okay guys I'm done for a while...

    [Blocked Image: http://pix.nofrag.com/0/3/4/2555c0311efb9e2b7693e642a8388.jpg]

  • Wesley Tack
    • July 1, 2008 at 12:59 AM
    • #9

    shouldn't stuff like this be a static mesh?

  • Buddy
    • July 2, 2008 at 6:23 AM
    • #10
    Quote from WesleyTack

    shouldn't stuff like this be a static mesh?

    VALVe is using disps for this kind of stuff.

  • Seldoon182
    • July 2, 2008 at 12:39 PM
    • #11

    Even if Dis increase the size of the map file you earn with optimization and lightmaps render thought !

  • DvS
    • July 2, 2008 at 11:24 PM
    • #12
    Quote from Buddy

    VALVe is using disps for this kind of stuff.

    I thought the arch valve used was scrapped.

    Anyway, valve can have huge map sizes... everyone downloads their stuff automatically, but if a custom map is too big, players will often not bother waiting for it to download.

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