Seldoon182 Posted May 26, 2008 Report Posted May 26, 2008 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... Do the tutorial work for you guy ?
DvS Posted May 26, 2008 Report Posted May 26, 2008 I think you're selecting too many faces in the second subdivide step.
Seldoon182 Posted May 26, 2008 Author Report Posted May 26, 2008 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 Posted May 26, 2008 Report Posted May 26, 2008 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 Posted May 26, 2008 Author Report Posted May 26, 2008 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 Posted June 1, 2008 Report Posted June 1, 2008 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 Posted June 2, 2008 Report Posted June 2, 2008 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 Posted June 3, 2008 Author Report Posted June 3, 2008 Its okay guys I'm done for a while...
Wesley Tack Posted June 30, 2008 Report Posted June 30, 2008 shouldn't stuff like this be a static mesh?
Buddy Posted July 2, 2008 Report Posted July 2, 2008 shouldn't stuff like this be a static mesh? VALVe is using disps for this kind of stuff.
Seldoon182 Posted July 2, 2008 Author Report Posted July 2, 2008 Even if Dis increase the size of the map file you earn with optimization and lightmaps render thought !
DvS Posted July 2, 2008 Report Posted July 2, 2008 shouldn't stuff like this be a static mesh? 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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