Cave mouth entrances & caves?


(hummer) #1

So… whats the best way to do em?


These have been a pain to do since I’m not sure of a good technique to use. What I’ve been doing, is making a mesh of triangles in GenSurf, then building the “front” of the cave, making another one, then building the inner left wall, the right wall, the ceiling and floor. However, this leads to lots of overlapping brushes, triangles that dont meet and just a general mess.

So, whats the best way to approach this kind of brush work, as well as the tunnels inside the cavern?


(sock) #2

The screenshots you have choosen are models. The caves where originally brushwork but then converted to several MD3 files.

Sock
:moo:


(CptnTriscuit) #3

Or you could fiddle around with patches to get the nice curves for your cave wall. Just play around with edit vertex until you shape it into what you need.

for example…


(system) #4

Or like this ugly-cave i did one year ago. I build it brush 4 brush and used “e” to change the edges. It was a lot of work. :banghead:


I think a model is the most realistic look you can archive and it would be the way if i’m going to do again some sort of cave-stuff.


(hummer) #5

Cool… looks good guys :slight_smile:

Sock, is there any reason that md3s were chosen for the model type? Why not ases? I was under the impression md3s had some limitations…

Also, did you create the brushwork then scrap it, and make models from scratch, or export the brushwork then import it into your modeling program of choice?


(kat) #6

the ‘simplist’ way is to do a small (or large) terrain map with a path and central area like you normally would do, duplicate and flip it upside down putting it ontop of the original. On the outside you’d then pul the edge tris back down to form the ‘entrance’. Jobs done.


(digibob) #7

It was actually an ase, sock just went a little loopy there.


(hummer) #8

Heh… thanks for the clarification.

Here’s my results from messing with caves today:




This is with meshes of triangles for the walls, floors, and ceiling… they overlap, but it works :confused:


(sock) #9

Bhaaa oooghhh aarrr loooo maaaawhwhwhh …

Sock
:moo:


(CrymSYN) #10

yes this is the technique i use, but my model ASE terrain is no longer clipping me, im falling through, i’m using my shaders from from RTCW
and in those shaders i have a clipmodel command, but it doesnt seem to be working for the new ET tools, is there a new command for this? and why am i falling through my terrain, when this same exact terrain works in rtcw?


(Womprat) #11

I think you need surround the terrain with caulk/clip brushes as models are not solid. note: I haven’t done much with ASE models yet (or any models in ET), but I’ve heard this somewhere before…


(CrymSYN) #12

no i dont need to surround the model with caulk/clip brushes, as i use a shader for the model, and in the shader i have clipmodel, which in rtcw gtkradiant made the model “solid”, only in gtkradiant-et its not working
i wanted to know if they changed clipmodel to something else


(Loffy) #13

To summarize: I make a terrain (with for example easygen). In the mountains I cut out tunnels with csg. Simple channel. Then i make a tunnel in 3dsmax, and export it as a model (md3). This model look like a tunnel on the inside, and is roughly the same size and fit as the channel - just a little bit smaller, so it fits.
I place this model inside the channel.

Nah, I dont like this summary at all. there is somehting wrong.
First of all, many old mappers say csg is bad. Secondly, the md3 is non-solid. How to solve that?
// Loffy


(weasel) #14

CSG works great with tunnels. Make the basic outline of the tunnel with rectangular brushes, and make them a uniform length. Then cut out the tunnel using CSG subtract. The brushwork from this is a huge mess, but it doesn’t matter because you’re not going to use it. (Not for the tunnel itself, anyway) Once you’ve carved it out, select all of it and apply the caulk texture. Then select the faces on the inside of the tunnel. You should have nice uniformly sized triangles. Apply the texture you’ll use for your tunnel to these. Add an entity, caulk hull, and export to ase. Import the tunnel as a misc_model, and it’ll work great. To clip it, you can add the clip brushes manually, or you can import that map you made the ase from and apply the clip texture to those brushes.

Here’s a small example map. The inside of that was cut out with CSG. That one has 2 sections, each 256 units long. Yours would probably have a lot more. I would export this to ase, and have my tunnel. The same brushes would work to clip it.