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.
Patch meshes. I'm sure you can figure it out. It's a drop down list on the top toolbar.
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)
FYI Patch meshes aren't structural. Vis ignores them. Even so, clipping is the way to go.
Personally, I would want my letters to have curves, so I'd use either patch meshes or models.
FYI they arn't details either and they ARE compiled by the vis.
They are not compiled by VIS. http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches (http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches)
QuoteAlso 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.
You still can make 'curved' surfaces using brushes. A lot of small pieces.
No need for 3-point clipping nor patches
Note: it's possible to optimize it slightly
Or just drag the vertexes.
What's the point of 3 point clipping?
Quote from: Winnie the Pooh on April 07, 2009, 09:25:57 PM
Or just drag the vertexes.
Indeed, I only needed to cut a few brushes, copied the rest and edited the vertices where necessary.
Quote from: Evoc on April 07, 2009, 09:30:34 PM
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.
also its alot faster then just dragging vertexes around
Quote from: UsaKilleR on April 07, 2009, 04:22:19 PM
They are not compiled by VIS. http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches (http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#Patches)QuoteAlso 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.
Patches are ignored during visibility calculations, the prtview plugin is the easiest way to verify that.
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?
.prt contains info about how portals were created during compile, Plugins menu -> prtview -> Load .prt file (while .map is open).
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.