1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. ARPT

Posts by ARPT

  • ROOF [How to build?]

    • ARPT
    • January 1, 2021 at 6:13 PM
    Quote from blackdog

    2 hours ago, blackdog said: I don’t see the point of building this way if players can’t go in the roof space.

    Just build a solid trapezoid that will be textured roof on the outside and ceiling inside. Then building the gable (overhang) it’s easy with an additional brush (which you can easily align by using translation to and clipping tools).

    Especially when using thin walls there’s the chance of creating light leaks or shadow glitches, so always build the most solid brushes you can.

    Theres also a matter of extra brushes; the limit of brushes you are allowed in a map is generous but still something that could crop up when pushing the limits.

    Aside from that, you just end up with extra stuff on the screen that makes it harder to understand what’s going on when looking at a fully populated map.

    I love theese discussions and inputs, i just feeding right now with all the tips, great work guys

  • ROOF [How to build?]

    • ARPT
    • December 31, 2020 at 9:12 PM
    Quote from Odin

    1 hour ago, Odin said: Yes there will be a gap there but this is a cross sectional view so including a gable end wall should look something like this. Of course you could replace this with a hip if that's the architectural style you're shooting for. If you don't on having end walls, say for a lean-to or awning, refer to figure 2. This is based on my own real world carpentry experience. I sometimes do this for dev/prototyping but due to the complexity of exposed framing structures like this lean-to I will usually boot up blender and make a model for the final product.

    Thats some great work, thank you

  • ROOF [How to build?]

    • ARPT
    • December 31, 2020 at 6:33 PM
    Quote from Odin

    15 hours ago, Odin said: Its all in the pitch of the roof. This is how I might do a 2/1 pitch with 16u walls and a 8u ceiling (if doing interior and exterior). Generally the math works out that you can line up your verts provided that the quotient of the thickness of the wall and the run of the slope is a whole number. So a 1/1 pitch, a 2/1 pitch, 4/1, and a 2/3 pitch will all work on a 4u or thicker wall. I recommend you stick with slopes whose run is a multiple of 2 as most geometry in hammer is built on a base 2 system, but you could do a 3/1 or a 3/2 pitch on a 6u or 12u wall... I do 3/2 sometimes as its a common stair pitch. Also note this is for the case where you need to do the interior and exterior of a building. If it's only the exterior you need to build then you can mostly forget the math.

    So how will this look from the outside then? it will be a great gap there?

  • ROOF [How to build?]

    • ARPT
    • December 29, 2020 at 6:22 PM
    Quote from blackdog

    2 hours ago, blackdog said: Oh @ARPT I didn't mention as I'm not sure how well you know Hammer, but the clipping tool has 3 methods, you might end up clipping the wrong side of the wall depending on where you start clipping. I remembered Tophatwaffle made lots of tutorials so you might find this useful.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Thanks again, i know some, but far away from all, its a good video, and thank you for ur time mate

  • ROOF [How to build?]

    • ARPT
    • December 27, 2020 at 7:46 PM
    Quote from blackdog

    30 minutes ago, blackdog said: The method you use depends a bit on a case by case. If the building is just for show VS players can roam inside.

    You must definitely build on the grid as much as possible (you can always use instances to offset buildings after) and things should align nicely.

    If not, you can always use the clipping tool: extend the wall up so it intersects the roof, select the wall, the clipping tool, then start clipping from the left roof vertex to the right, using the bottom roof edge as a guide; that way you’ll cut at the same angle even if off the grid.

    If you use vertex manipulation as suggested, I would dare say it doesn’t matter if you pull the inner vertex up and just have the wall go through the roof (as long as it doesn’t come out the other side or touches the roof top face creating a visual artefact) because AFAIK once two brushes touch each other the compilers splits the brushes were they touch anyway, so I don’t think having a dirty built will create perf problems, but I’m happy to be corrected on that. @will2k optimisation expert?

    One could argue about texturing if you were using this dirty method, but depends if you’re using trims or not, and even then how important is the building, players might never notice.

    Okey, that was a great tour on how to do it, and also understand it, thank you

  • ROOF [How to build?]

    • ARPT
    • December 26, 2020 at 10:24 PM

    LIKE THEESE IMAGES SHOWN UNDER

  • ROOF [How to build?]

    • ARPT
    • December 26, 2020 at 9:28 PM

    Hello mapcore, ive been recently trying to adjust my level design techniques, and i want to know how do you build when it comes to house roof? Vertical roofs, cant seem to make it aligned properly.....

  • (Source) Black props

    • ARPT
    • November 27, 2020 at 8:42 PM

    Thanks everyone! Ive did what all of you said, it works like a charm! im grateful for your time lads!

  • (Source) Black props

    • ARPT
    • November 23, 2020 at 8:20 PM

    Hello, all my props are black in game, ive tried this wildfire update thing, but same thing, ive tried everything ive can but with no sucess, anyone else had this problem before?

  • [WiP] de_sean

    • ARPT
    • November 7, 2020 at 8:27 AM
    Quote from TECHNICKER

    On 10/20/2019 at 7:34 PM, TECHNICKER said: wow, I wasnt here for a long time... As Iam looking at the screenshots I see that it is clearly off scale :D

    I would like to get back to mapping, but sadly, I dont really have much free time, because school is a thing. Well you will definitely see an updates in the future from me! It can take some time tho because of the lack of the free time of mine. Hope youre having a nice day, and hope that you will enjoy my future work!

    Where is the update!? We need this one first ever map under water

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™