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Creating A Specific Brush and Stairs(Example Inside)

Posted: Mon Apr 28, 2003 12:17 am
by Sonsai
With ONE brush, how can I create a brush like this:

_ _ _ _ GROUND _ _ _ _ _ _ _ _ _
a a a a a a a a a a a a a a a a a a \
a a a a a a a a a a a a a a a a a a a \
a a a a a a a a a a a a a a a a a a a a\
a a a a a a a a a a a a a a a a a a a a a\ _ _ _ _ GROUND _ _ _

Don't Mind the A's.

Is this possible with one brush? Because when I use 3 brushes, two for the ground and one for the slant, at each end of the slant, it never meets and matches the ground. Thus you must jump over it when you come to that point.

Now for stairs.

How high can a stair of a step be? Two units high away from eachother I am guessing. And is there a function that you need to add, or when you make steps, are they just there?

Thanks!

Posted: Mon Apr 28, 2003 12:43 am
by nuggets
stairs are just stairs, they're only 16units high (2 squares on default grid setting)

you should really only be using 1 brush and then LOD terrain
brush 1
____
|aaa\
|aaaa\

if you press E with the brush selected you will be able to manipulate it so the grid points will align and match it with other brushes

Posted: Mon Apr 28, 2003 1:10 am
by Sonsai
Ech, LOD Terrain... ok I will try :roll:

Cutting a brush

Posted: Mon Apr 28, 2003 4:40 am
by tltrude
If your ground is a solid brush(es), You can cut the slanted brush to fit.

1. highlight the ground and the slanted brush.

2. Save your map.

3. Open a new map and it will ask if you want to copy the brushes you have highlighted, say yes.

4. On the new map, hit esc to unselect the brushes.

5. Extend the slant brush into the ground brush.

6. Hit esc and highlight the ground brush.

7. Go to selection/csg/subtract and click on it.

8. The slant brush will be cut into peices and you should select all of them.

9. Go to File/Save to prefab and create a prefab of your slant brush.

10. Now you can go back to your real map and replace the slant brush with your cut-to-shape prefab one.


It might be easier to just make your slant brush into a patch mesh because patch can stick through solid brushes. Solid brushes can also stick through LOD terrain.

Hope that helps.

Posted: Mon Apr 28, 2003 6:22 am
by wacko
I don't get the point!?

if you make these two brushes (1 orange and 1 red)
_ _ _ _ GROUND _ _ _ _ _ _ _ _ _
a a a a a a a a a a a a a a a a a a \
a a a a a a a a a a a a a a a a a a a \
a a a a a a a a a a a a a a a a a a a a\
a a a a a a a a a a a a a a a a a a a a
b\ _ _ _ _ GROUND _ _ _
a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a
a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a a

what doesn't fit? You can't make one brush out of them, because at 'b', the brush would be concave which is not allowed.
Maybe, post a screenshot of your slant, showing these ends where it doesn't meet?! Or you could send a map file with it and I could take a look.
I wonder whether it's just the texture that doesn't fit, but then, you wouldn't have to jump over it... :?

Posted: Mon Apr 28, 2003 6:12 pm
by nihilo
what wacko said should work.. there is no need for keeping it to one brush.

Posted: Mon Apr 28, 2003 7:22 pm
by Angex
Maybe it was built like this \/ in which case if the diagonal side of brush A didn't align on the grid where it met with B, they wouldn't line up. But this overlapping of brushes is a bad way of doing it anyway, so use LOD terrain.

_ _ _ _ GROUND _ _ _ _ _ _ _ _ _
a a a a a a a a a a a a a a a a a a \
a a a a a a a a a a a a a a a a a a a \
a a a a a a a a a a a a a a a a a a a a\
a a a a a a a a a a a a a a a a a a a a a\ _ _ _ _ GROUND _ _ _
a a a a a a a a a a a a a a a a a a a a a a\ b b b b b b b b b b b
a a a a a a a a a a a a a a a a a a a a a a a\ b b b b b b b b b b

Posted: Mon Apr 28, 2003 7:29 pm
by nihilo
isn't it only overlapping if two brushes occupy the same space? LOD is hard on framerates...

Posted: Mon Apr 28, 2003 8:00 pm
by wacko
diagonal connections like Angex has drawn can easily be made without overlapping brushes or cracks, when you "stay in the grid" and choose a gradient in a proportion that can be reproduced in a smaller scale aswell: If you make e.g. a slant of 1 grid box to the right and 2 downward, this ought to be possible with the lower brush aswell and they will fit perfectly.

Posted: Mon Apr 28, 2003 8:37 pm
by Sonsai
Ahh, I guess I was thinking that well. Thanks again!

Posted: Mon Apr 28, 2003 11:59 pm
by nuggets
i still say LOD terrain.
it would save all the aaaaaaaaaaa's and bbbbbbbbb's and it wouldn't matter if it overlapped, plus if it is ground then you can have indentations and extrusions :D

Posted: Tue Apr 29, 2003 12:21 am
by Sonsai
Eh I'm gonna try the 2 brush idea, LOD terrain is a night mare :twisted:

clip stairs

Posted: Tue Apr 29, 2003 5:24 am
by tltrude
If you have a spot that looks good, but you can't climb it in the game. You can make stairs out of clip brushes (16 X 16 grid units). Clip brushes can overlap any brush. Use the same clip texture as the hillside, so it sounds the same when you run on it, or shoot it.

_________________________________
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa\
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa\|c|
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa\|c|
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa\|c|
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa\|c|
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa\|c|_______________
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb

Ramps too!