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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • JeanPaul
    • August 2, 2009 at 4:23 PM
    • #7,201

    Wait what? You never align verticies on a torus/the arches in a torus. Its just not possible

  • ultradr3mer
    • August 2, 2009 at 6:57 PM
    • #7,202

    it would produe invalid meshes right?

    so you have done it with the torus directly or with the arch and placed it one by one?

  • Zeta
    • August 2, 2009 at 7:08 PM
    • #7,203

    smorus

  • Sentura
    • August 2, 2009 at 7:36 PM
    • #7,204
    Quote from JeanPaul

    Wait what? You never align verticies on a torus/the arches in a torus. Its just not possible

    then how do you get them to fit? what do you do if you have to let them fit?

  • Zeta
    • August 2, 2009 at 7:37 PM
    • #7,205

    Make the struts lightly larger than you would normally so that they intercect the walls.

  • Sentura
    • August 2, 2009 at 7:45 PM
    • #7,206

    that workaround doesn't work if you have stuff visible on both sides.

  • dux
    • August 2, 2009 at 7:45 PM
    • #7,207

    Sentura hasn't used the torus before.

  • JeanPaul
    • August 2, 2009 at 7:45 PM
    • #7,208

    Zete is partially right.

    Its about making the torus 360 degrees at first and then taking taking the number of top view sides in the torus and dividing it into 360 so you know how many degrees to manually rotate each piece.

    Example: 32 sided torus

    copy an arch to top middle, then copy it to bottom middle - group then shift copy into the same place - without moving it, hit ctrl + m and rotate it 90 degrees - group all four then shift copy into the same exact place - then ctrl + m and rotate 45 degrees.

    Repeat this process till you get all sides covered. (90, 45, 22.5, 11.25) and from start to finish it should take about 2 minutes tops. This makes everything inside the torus perfectly aligned with the torus even though its not on the grid anymore (and never will be, but come on, its a fucking torus)

    I need to make a video tutorial

  • cdxx
    • August 2, 2009 at 9:37 PM
    • #7,209

    that's spot on JeanPaul. I've been playing around with supports but I'm not sure I like em yet. I'll post ingame as soon as I find the find time to work on this.

    here are some hammer shots.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/01a.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/01b.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/02.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/02a.jpg]

  • JeanPaul
    • August 2, 2009 at 9:56 PM
    • #7,210

    I am intrusive I know, but I have a hard time explaining myself in words sometimes

    So what if you were to send me that torus/surrounding area and I can show you what I mean by supports?

    I would totally understand if you dont want to do that

  • KungFuSquirrel
    • August 2, 2009 at 11:03 PM
    • #7,211

    Unreal is really the best editor for building detailed curved geometry, no joke

  • Sentura
    • August 2, 2009 at 11:18 PM
    • #7,212

    i don't care about placing stuff inside the torus, i am more wondering how you get the torus itself aligned with regular base geometry... say if you have a quarter torus quarter pipe (a torus corner 90 degree corner, if you will), and you want to align it so that you can use a cylinder as the floor, and a cylinder to make it fit with the ceiling - how would you go about that?

    it's covered with a glass material and will be visible on both sides.

  • KungFuSquirrel
    • August 2, 2009 at 11:24 PM
    • #7,213

    The torus, arch, and cylinder tools snap all verts to the 1 grid, so as long as you use the exact same radius and diameter and the same number of subdivisions, it should fit.

  • Sentura
    • August 2, 2009 at 11:25 PM
    • #7,214
    Quote from KungFuSquirrel

    The torus, arch, and cylinder tools snap all verts to the 1 grid, so as long as you use the exact same radius and diameter and the same number of subdivisions, it should fit.

    touching a torus' vertices usually results in invalid structures...

  • JeanPaul
    • August 3, 2009 at 12:56 AM
    • #7,215
    Quote from Sentura

    i don't care about placing stuff inside the torus, i am more wondering how you get the torus itself aligned with regular base geometry... say if you have a quarter torus quarter pipe (a torus corner 90 degree corner, if you will), and you want to align it so that you can use a cylinder as the floor, and a cylinder to make it fit with the ceiling - how would you go about that?it's covered with a glass material and will be visible on both sides.

    Easy, you always make everything in the game (arch, torus, cylinder) at 360 degrees otherwise you get wrongly shaped brushes (this is a general rule)

    Quote from KungFuSquirrel

    The torus, arch, and cylinder tools snap all verts to the 1 grid, so as long as you use the exact same radius and diameter and the same number of subdivisions, it should fit.

    Wrong, the torus does not snap on any grid size

  • cdxx
    • August 3, 2009 at 1:00 AM
    • #7,216
    Quote from KungFuSquirrel

    Unreal is really the best editor for building detailed curved geometry, no joke

    I haven't used unreal ed so I wouldn't know, but i can say it's certainly counter intuitive in hammer.

    Quote from JeanPaul

    I am intrusive I know, but I have a hard time explaining myself in words sometimesSo what if you were to send me that torus/surrounding area and I can show you what I mean by supports?

    I would totally understand if you dont want to do that

    nah, I don't give a shit. This stuff is just for hobby sake, it's not like this is for a mod or job.

    http://levelup.us/bucket/cdxx_tunnel_180.rar

  • Sentura
    • August 3, 2009 at 1:02 AM
    • #7,217

    never had any problems with arches or cylinders thanks to the trusty vertex tool

  • JeanPaul
    • August 3, 2009 at 1:04 AM
    • #7,218

    If it doesnt align after making it then you are doing it wrong

    Trust me on this, I am remaking lambda core

  • KungFuSquirrel
    • August 3, 2009 at 1:14 AM
    • #7,219
    Quote from JeanPaul

    Wrong, the torus does not snap on any grid size

    Er, my bad, it's only at the axial sides that it snaps. So you should still be able to approximate x/y radius/diameter with an arch or cylinder and get close, but you might have to do some vertex fiddling to fit the torus.

    And JeanPaul's also right about the alignment; as long as you use powers of two for your subdivisions and decreasing halves of 90 degrees (90, 45, 22.5, 11.25, 5.625, 2.8125), your trim pieces will always cover the seams. (you could use other mathematically clean subdivisions too, if you want, but powers-of-two are happy numbers!)

  • JeanPaul
    • August 3, 2009 at 1:39 AM
    • #7,220
    Quote from cdxx

    I haven't used unreal ed so I wouldn't know, but i can say it's certainly counter intuitive in hammer.

    nah, I don't give a shit. This stuff is just for hobby sake, it's not like this is for a mod or job.

    http://levelup.us/bucket/cdxx_tunnel_180.rar

    Oh man why is this 7 sided??

    Always use numbers that dont create flat sides on the arch (8-12-16-32-64 etc)

    And why is it 36 units thick? Thats an odd number, try to stay on powers of 8 or so if at all possible

    Let me whip something up real quick

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