NihiL Posted July 13, 2015 Report Posted July 13, 2015 I think he does not keep geometry on the grid, which is probably an obligation as soon as you create something not square-ish. At least that's what I understood when he said he was keeping it off the grid geometry (in his first post).I'm pretty sure he meant that his layout is non-square and more organic when he said that, but you need your stuff to sort of be on grid still in Hammer - otherwise how are you going to put in func_details and props? Hence my question how he does it! Shima33 1 Quote
laminutederire Posted July 13, 2015 Report Posted July 13, 2015 I'm pretty sure he meant that his layout is non-square and more organic when he said that, but you need your stuff to sort of be on grid still in Hammer - otherwise how are you going to put in func_details and props? Hence my question how he does it!why couldn't he tie off the grid geometry to func_detail ? He just have to select brushes and here you go. I do this all the time, and there is absolutely no issues with that excepting for the compiling time which is a little bit higher, a matter of a few seconds.For props he can explain you his technique for placing them correctly but it will probably involve placing them on the 1 unit grid then adjusting off the grid. I'll let him answer that one though. Quote
NihiL Posted July 13, 2015 Report Posted July 13, 2015 (edited) why couldn't he tie off the grid geometry to func_detail ? He just have to select brushes and here you go. I do this all the time, and there is absolutely no issues with that excepting for the compiling time which is a little bit higher, a matter of a few seconds.For props he can explain you his technique for placing them correctly but it will probably involve placing them on the 1 unit grid then adjusting off the grid. I'll let him answer that one though.I wasn't talking about issues with tying off-grid brushes to func_details, I meant placing the brushes properly in the first place. Here's what I mean: Imagine the top brush in both cases is a world brush. The first is on-grid and so it's easy to add a little extrusion detail brush to it. But the second version is not on-grid and it becomes impossible to properly/cleanly place the same detail brush.I was asking how the maker of de_slate achieves this. I mentioned func_instances because you can use them to create off-grid 'prefabs' on-grid and then rotate them off-grid in the final map. Edited July 13, 2015 by NihiL laerth 1 Quote
laerth Posted July 14, 2015 Author Report Posted July 14, 2015 The whitebox is a little sloppy at the moment for iteration's sake, but I do try to make most angled brushes conform to grid ratios as much as possible, such as 1:1; 1:2, 1:3, 2:3 etc. One example is the stairway at T spawn: NihiL 1 Quote
NihiL Posted July 15, 2015 Report Posted July 15, 2015 Ah okay, you're going for the whole ratio thing. I'll be very interested to see if/how that works for you when it comes to detailing as I've had bad experiences even if you stick to 1:2, 1:3 ratios etc with detailing and prop placements. Good luck! Quote
RivFader Posted July 30, 2015 Report Posted July 30, 2015 Pretty interesting design, I wonder how this will look finished. Quote
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