A Problem With A Tuitorial?

Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
<div class="IPBDescription">I can't figure this out...</div> <a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=42' target='_blank'>http://countermap.counter-strike.net/Tutor...orial.php?id=42</a>

Ok, that is the tuitorial in question... it's about making better arches...

now, the problem is, I can't figure out how he managed to perfectly line up the block brush with the verticies on the cylinder... seeing as it doens't line up on the grid..

can you turn off the snap to grid BS??? It's quite annoying for me anyhow XD

Comments

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    ...

    but you are owner of two functional eyes in your head? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    map/snap to grid

    but dont turn this off, otherwise you will slide into enormous problems when compiling. instead think about HOW the grid works. shure, 3D modelling progs dont need the snap to grid. but this is halflife, the game needs clearly defined faces within its units-grid.
  • HazzardHazzard Join Date: 2004-02-11 Member: 26396Members
    <!--QuoteBegin-Lt.Gravity+Jul 12 2004, 12:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jul 12 2004, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...

    but you are owner of two functional eyes in your head? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    map/snap to grid

    but dont turn this off, otherwise you will slide into enormous problems when compiling. instead think about HOW the grid works. shure, 3D modelling progs dont need the snap to grid. but this is halflife, the game needs clearly defined faces within its units-grid.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well next time try helping HIM!!

    I bet your arch or something like that is small it has to be large (not 1024X1024) but i think a six side arch fits well within a 128X128 putting all vertices within the grid

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Hazzard+Jul 12 2004, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hazzard @ Jul 12 2004, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Jul 12 2004, 12:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jul 12 2004, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...

    but you are owner of two functional eyes in your head? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    map/snap to grid

    but dont turn this off, otherwise you will slide into enormous problems when compiling. instead think about HOW the grid works. shure, 3D modelling progs dont need the snap to grid. but this is halflife, the game needs clearly defined faces within its units-grid.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well next time try helping HIM!!

    I bet your arch or something like that is small it has to be large (not 1024X1024) but i think a six side arch fits well within a 128X128 putting all vertices within the grid

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    but THAT is helpful as hell???

    omg XD
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Did you guys read the tuitorial
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Move the vertices of the arch around until they match points on the grid <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->, then work from there.
  • HazzardHazzard Join Date: 2004-02-11 Member: 26396Members
    Thanks Cobra^ thats what i said back there it seams it is not his problem <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    new icon <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> ? funny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Problem is, nowhere does it say to alter the arch (I'm very letter for letter when it comes to tuitorials... lol)
  • FullautoFullauto Join Date: 2004-06-27 Member: 29589Members
    Right, some things not to do:

    1. Create the arch 'guide' using anything other than the cylinder tool (if you do it by clipping a cubic brush you might end up with vertices at funny places not aligned to the grid).

    2. Resize your cylinder guide after you've made it. This will also screw up the vertices. Simply make a new one at a different size if you need another sized arch.

    3. Be on anything other than the 1x1 grid <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
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