How would YOU make a nice round, hollow castle tower?


(Walgrind) #1

Ok, for my map I need a big, round tower, in which you can walk. So meshes are not an option. I tried to create it out of an arbitrary brush… but it has to have at least 24 sides. A value below this, and the tower looks like sh*t. Well, I mean you can actually see the corners = not good. 24 sides would be just perfect. I am this far:

But it would be a pain in the ass to cut the brushes to the right shape, so they don’t overlap. I’m stuck… :frowning:

I hope somebody can give me some hints, or a nice little prefab (but this should be the final solution…) :smiley:


(SCDS_reyalP) #2

Ok, for my map I need a big, round tower, in which you can walk. So meshes are not an option.

No reason you can’t go inside a tower made out of patch meshes. Brushes may be a good solution, but patches are also an option. If you want to have doors and windows, you will have use several patches. Ensuring that there are no sparklies where the patches meet will be ‘interesting’, but not impossible.

If you want to use brushes, I suggest you make one quarter of it using the clipper tool (x key), and then clone and rotate by 90 degerees. Be sure all your corners end up exactly on the grid (not just close too it), even if this causes your tower to be a less than perfect circle. Rotating by angles other than 90 or 180 is problematic at best.

Using a phong shader (search the forum for more info) will make your brush tower look much more round.

There is also a third option:
Make your tower as an .ase model in some other modeling program.


(Walgrind) #3

Several patches. Brilliant idea! I will try that! Thx a lot! :drink:


(joop sloop) #4

But remember that patches don’t cast a shadow… so be prepared to caulk your tower so that you get some sort of shadow in the game…

(that’s how I try to solve that problem anyway)


(sock) #5

Patches can cast shadows, but you will need to add an extra option to the light stage of the compile. (-patchshadow)

Sock
:moo:


(joop sloop) #6

ooh! that would save a lot of trouble for my trainstation building and all the pillars in it :slight_smile:


(MadMaximus) #7

aye… after reading this thread i went and calked all my vertical patches only to notice with the lighting i had it made no difference, but i will do the -patchshadow at the end to see what it does… you learn sumpin’ new everyday =)


(MadMaximus) #8

I just tried that -patchshadow option and i got a message from q3map2, Warning: Unkown Option -patchshadow

i added it to my light compile stage ( same as -light -fast ), I did the meta 1st, vis and then the light stage… all singles but i got the unkown option. I have the latest q3map2… maybe i added it the wrong place? or misunderstood… here’s how i have it setup,

-light -fast -external -lightmapsize 256 -patchshadow

any help on this would be appreciated…

EDIT: nevermind… i just did a search and found out it was -patchshadows
i added the ‘s’ at the end and away she goes =) and yes… i should have searched 1st… but i did not open a new thread on it and it’s an update to this one so it’s valid for those who may find the same problem as i did :banana:


(rgoer) #9

it’s -patchshadows – with the ‘s’