Help me sort out my naff brushwork please...

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Sparky
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Help me sort out my naff brushwork please...

Post by Sparky »

Hi,

Can anyone give me some good tips in order to sort out my brushwork for 2 areas that i am having problems with...I have tried the tuts and still my brushwork looks naff!

1. My pipe corners always have a angular curve to them instead of a nice smooth radius whilst using cylinders - this happens regardless of using bend mode and or adjusting verticies. How can i get a nice smooth curve?

2. I want to create a flat circle / disk using abritrary brush mode. But whenever i choose any number of sides i always get iregular shapes; i dont want to use a cylinder cap for this brush. Therefore how can i get a nice circle using abritrary brush mode?

Thanks for the help in advance.

Sparky.
blue60007
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Post by blue60007 »

1. There are not enough triangles in the curve to make a rounded look. Press 'SHIFT + ]' to increase the complexity. Note that doing this too much (and on lots of things) will increase triangle rates and drop FPS a little if done too much...

2. Well how many sides are you using for it. I always get good circles. You should use an cap because it will take 16 - 20 sides to make a good looking circle. See my note above about increasing complexity.
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Sparky
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Post by Sparky »

Hi,

Thanks for the reply, i must be doing something wrong as i still cant sort it out?

1. I have tried as suggested to increase complexity of my pipe but nothing seems to happen? I am doing this after using bend mode on a 4 x 4 cylinder...

2. For my disk i am using a 10 x 10 brush converted into an arbritary brush using 22 sides, but it doesnt look quite right? I also tried using the cylinder cap but only get a really good smooth circle if i use a smaller or bigger sized brush?

Cheers,

Sparky
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bdbodger
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Post by bdbodger »

Well you could try about 50 sides or maybe choose patch and make it a cone which starts out flat like a circle before you edit it .
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tltrude
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curve

Post by tltrude »

Try making just the curved part of the pipe, and then add the streight parts with other cylinders. That way the curve can be more complex. Below is a screenshot for "StarTrek: Elete Force 2". As you can see, they found a unique way to join the curved rails to the streight rails. Btw, I have those rails in a prefab, if you want them. Click on my sig logo, if you want to see these EF2 rails in an mohaa map.

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12 sided round brushes look very smooth in the game, but it depends on the size of it, and how close players will get to it. Hint, hit key 1 and use an even number of sides--so the verticies (corners) fall on a grid point.

Anyway, curves always look better in the game, than they do in the editor. The complexity of patch mesh is a game option the players can change.

Hope that helps!
Tom Trude,

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M&M
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Post by M&M »

wow,i presume that is what pushed u to make ur last map tltrude ,right?
if u havent said that this is from star wars ,i would have thought that its urs :wink:

edit:
oops ,forgot to unspam this post
anyways
about part 2 of ur question .why do u need such a fine tuned disk ? most of the ppl in battles wouldnt notice if a barrel or "disk" isnt circular if it has enough sides .
i never knew that the normal barrels are 9 sides only .i always thought they were circular ,but i really havent stopped by one and started counting :D
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Mj
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Post by Mj »

I thought it was yours at first :oops: Your too damn good!
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Sparky
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Post by Sparky »

Hi,

Sorry about taking ages to reply!

I have been tryng out better ways to get the results i am looking for as suggested; using end caps and brushes with more sides - it seems to work now!

I have also tried another way, but am not sure whether this is a good idea, what do you think?

What i did was create a shpere and then clipped it to one unit think and you get a really smooth, flat circle in the game?

The answer to your disk question: It will become the sealed end of a ventilation pipe, which is slightly bigger than the pipe itself - but i was having problems as it wasnt coming out round!

Thanks for your help,

Sparky
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