Wait what? You never align verticies on a torus/the arches in a torus. Its just not possible
WIP in WIP, post your level screenshots!
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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?
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smorus
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Make the struts lightly larger than you would normally so that they intercect the walls.
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that workaround doesn't work if you have stuff visible on both sides.
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Sentura hasn't used the torus before.
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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
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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]
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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
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Unreal is really the best editor for building detailed curved geometry, no joke

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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.
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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.
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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 KungFuSquirrelThe 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
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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 JeanPaulI 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.
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never had any problems with arches or cylinders thanks to the trusty vertex tool
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If it doesnt align after making it then you are doing it wrong
Trust me on this, I am remaking lambda core

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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!)
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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.
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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