Tremulous Forum
Media => Mapping Center => Topic started by: Lux on April 04, 2009, 01:19:13 am
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What is the best way to make the curves required for letters in gtkradiant? I know I could make a texture with the letters on it but I would really prefer them to be 3d. Making letters like E or A is easy enough because I can do it with rectangular brushes, but what about the curves in letters like C or R? What is the best way to do this?
Thanks.
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Patch meshes. I'm sure you can figure it out. It's a drop down list on the top toolbar.
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i wouldnt suggest doing patch meshes as they make ur vis compile skyrocket, just do some 3 point clipping on a brush...
(http://i115.photobucket.com/albums/n309/Lord-Omega/letters.gif)
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FYI Patch meshes aren't structural. Vis ignores them. Even so, clipping is the way to go.
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Personally, I would want my letters to have curves, so I'd use either patch meshes or models.
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FYI they arn't details either and they ARE compiled by the vis.
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They are not compiled by VIS. http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches (http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches)
Also remember that patches are not structural. If a patch separates an entity from the void you will get a leak. In this case you might want to patch the hole behind the patch with a caulk wall.
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You still can make 'curved' surfaces using brushes. A lot of small pieces.
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No need for 3-point clipping nor patches
Note: it's possible to optimize it slightly
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Or just drag the vertexes.
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What's the point of 3 point clipping?
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Or just drag the vertexes.
Indeed, I only needed to cut a few brushes, copied the rest and edited the vertices where necessary.
What's the point of 3 point clipping?
Some weird cuts can not be done in the X-, Y- or Z-plane. In these cases
you need to be able to specify the three points of your cutting plane.
You can use it to chop off the "nose" from a cube.
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also its alot faster then just dragging vertexes around
They are not compiled by VIS. http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches (http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches)Also remember that patches are not structural. If a patch separates an entity from the void you will get a leak. In this case you might want to patch the hole behind the patch with a caulk wall.
They are still compiled by VIS, I've been mapping for years I know what I'm talking about just because they arnt structural doesnt mean a thing.
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Patches are ignored during visibility calculations, the prtview plugin is the easiest way to verify that.
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What is the .prt file that is sometimes formed when the map is compiled? And also, what is the .srf file that is sometimes formed as well?
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.prt contains info about how portals were created during compile, Plugins menu -> prtview -> Load .prt file (while .map is open).
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I've played with clipping and meshes and meshes seem like way to much work for the result. I have gotten succesful results just with clipping. Thanks for the help.