Fill up a cap


(the-vampir) #1

hi all,

I’ve made this gate and i want to make a round door in it that must be dynamited.

But how do i fill it up, must shape every piece untill i get 30 pieces and a door, or is there a easyer way?

Thnx,
Vampir :skull:


(kamikazee) #2

Since the door doesn’t need to swing open, I’d sugest to make it out of a single brush which simply sticks in the arch it self. You get a little “overdraw” for it, but you save at least 15 brushes.
I must allso say that it seems like the arch you built could be built easier with a set of patches/caps. Of course, no need to go and change it now you got it…


(D3C0Y) #3

erm, have you ever heard of bevel m8 ?

1 brush > bevel > cap selection > inverted bevel


(]UBC[ McNite) #4

Bevels and suchlike suck. Nothing can beat a well-done arch made of brushes. Especially when you can save quite some tris with a simple arch.

For my money you could get rid of the 2 outer brushes (left and right) and it would still be a GREAT arch. Usually in old buildings the arch begins at head-height or higher.


(Lanz) #5

You know that way of building an arch with brushes is a waste of tris for no reason, here’s a better way of building it imo:

Don’t mind the scale, it’s just an example.


(RayBan) #6

how is it a waste of tris?


(kamikazee) #7

Because the build method used in the first screen uses brush faces with 4 sides. The Q3 engine only handles 3 sides polygons, so all those faces get split in 2 tris.

Lanz’s method on the other hand, does not require any face to be split into tris except the ones inside the arch.


(carnage) #8

if this is a key objective door i would surgest against bevels since your gona get deformations at distances and it can make the door look pretty wierd.

also for the door. use one single brush that cut though the arch. although this overdrawas the arch i dont think it has any performance cost (proved by EB in a test map i belive) since the greater than / equal to calcualtions would be done anyway. but you would save on a lot of tris for the door


(Lanz) #9

kamikazee already explained a part of it, but I believe a picture says more.

Here’s my way:

And here’s the other way:

Look at how much more tris the second picture contains.


(RayBan) #10

i have done the brush-arch creation, but i have always done it the way you show in the 1st pic… all points controlled to one point…
i have never thought of doing it the more soupy messed up way as in the 2nd pic…


(=PoW= Kernel 2.6.5) #11

So I guess I’m gonna burn in hell for saying this but to make the door for the archway
I would draw a rectangular brush inside that fills all the empty space. Deslect it with the ESC key.
Then select all the other brushes it touches and hit CSG Subtract.
Done.

OK - I’m bracing for impact. Flame away.


(kamikazee) #12

I’m not going to flame, just state what’s so bad about it:

1 - It mostly splits the original brush into more then one brush, rather uneffifcient.
1a - This results in more tris.
1b - It allso needs more complex collision checking, every brush counts.

2 - CSG Substract can results in tiny artifacts, causing some weird portal error during the BSP compile fase.


(carnage) #13

2 - CSG Substract can results in tiny artifacts, causing some weird portal error during the BSP compile fase.

i would pretey much avoid using the subtract and hollow functions for doing anything as both leave poorly shaped brushes

one more thing to mention. if you use a bevel to make your arch the smooth lighting will be done automaticaly on the arch when you compile. if you make it from brushwork remebr to write a phong shader so the arch apears smoothly lit and more belivable. otherwise the individual tris that make up the arch will be quite noticable


(claudio) #14

i did not understand how to create this kind of arch.

and one other question.
I want to create a tunnel, but when i try to subtract a cilindre from a brush, it subtract a rectangular, not a cilindre.
what can i do?


(redRum) #15

Again,

2 - CSG Substract can results in tiny artifacts, causing some weird portal error during the BSP compile fase.

Don’t use CSG Subtract unless it’s the only way to get what you need, and that would most likely be… never :stuck_out_tongue:
Also, cylinders and curves are patches, not brushes, and you can’t subtract from them. To build a tunnel just make every brush individually using the clipping tool (X key) to get the shapes you need.