Bends In The Floor

K2BoarderK2Boarder Join Date: 2004-01-29 Member: 25699Members
One thing that I have seen in maps is bends in hallways that look like this:

....____
../...___
.l.../
.l...l

[Ignore the dots, it's the only way I could get it to look right. Spaces are automatically taken out if there are too many in a row <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> ]
The hallway turns at two 45 degree angles instead of just a 90 that makes the map look squarish. The problem that I have is adjusting the floor texture so that it stays consitant with the bend since the distance from wall to wall changes on the bend. If someone knows how to successfully do this, I would appreciate the help!

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    The result of trying to figure this out, I took one of the more annoying textures to put arround a 45 degree angle I'll post the howtodothatshiz in the next post
  • K2BoarderK2Boarder Join Date: 2004-01-29 Member: 25699Members
    Perfect, that's the texture I'm using.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    howtodothatshiz:

    First make sure texture lock is turned on. The 'TL' button is located at the top of the interface

    <span style='color:white'><b>Step 1:</b></span>
    To get the size of the texture right first create a floor brush in the shape of a rectangle (long side should be 1.5 the height). The size can change lateron, but we need this to create a 45 degree angled correct brush.

    128*192 is a nice size, just make sure they are a power of 2

    Now press the fit button so you get the texture size for the height of the rectangle (y-scale). After you've done this set the x-scale to the same value as the y-scale and center the texture.


    <span style='color:white'><b>Step 2:</b></span>
    Next copy paste this brush and transform (ctrl+m) it over the z-axis (value 45). Now put the lower corner of this new brush right on top of the lower-right corner of the first brush. You can see where the edges colide.

    <span style='color:white'><b>Step 3:</b></span>
    Select the first brush once more and go into vertex mode (shift+v) and move the top-right vertex to the left until it's on top of the other brush its outline. Now do the same to the other brush its outer left vertex, put this one in the same location.

    As you can see the textures don't align properly, but we will fix this this later.

    <span style='color:white'><b>Step 4:</b></span>
    copy paste the first brush and rotate it 90 degrees over the z-axis, next flip it vertically in the top view. right click the top view and press CTRL+I and do the same thing with the vertexes as in step 3

    <span style='color:white'><b>Step 5:</b></span>
    To get the textures to behave like we want them to we need to cut the 45 degree angled brush in half. This will give us control over the angled textures and their size towards the normal brushes.

    <span style='color:white'><b>Step 6:</b></span>
    Now you should have a brushlayout similar to the picture at step 6.

    We're going to edit the textures so they align properly. Select one of the two top faces from the angled brush and set its x-scale to the opposite negative value of its current value. lets say it was '0.5', set it to '-0.5'

    Select both faces of the two angled brushes and center the textures with 'treat as one' checked. If this still doesn't align them experiment with negative and positive x-scale values of the texures, there are only 4 possible options <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->


    Hope this helps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->


    <span style='color:white'><b>Reference picture:</b></span>
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    why the cut on the angled bit? just set the texture rotatation to 45/-45 degrees, and it should work like it was at a 90degree angle for the alignment issues
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-NEO Phyte+Apr 8 2005, 05:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEO Phyte @ Apr 8 2005, 05:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why the cut on the angled bit? just set the texture rotatation to 45/-45 degrees, and it should work like it was at a 90degree angle for the alignment issues <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That was my first impression to, but it seems that the texture refuses to be aligned on both sides of the angled bit.
  • K2BoarderK2Boarder Join Date: 2004-01-29 Member: 25699Members
    edited April 2005
    Thanks for the help. I'll try it out tomorrow.

    When you say cut, do you mean use the clipping tool? I've never actually used that before so I'll have to look up how to do it correctly.
  • K2BoarderK2Boarder Join Date: 2004-01-29 Member: 25699Members
    Okay, works perfectly. Thank you sir.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited April 2005
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> i m trying bend a texture in a angle of 90 degrees but soem tiems did work fine and other is a shame i try your tips of bending but doesnt work.
    i think the trouble is 90 degree.
    texture used pipes_1
    edited now work again.
    i keep atention to have 128*192 both brush after do rotating and aling brush i resize of to fit my needs.
    thanks is a great tutorial.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    addition to kouji san:
    you vertex manipulate the floor so you get the 45° edge. EXCEPT you make a pipe bend. the procedure is exactly the same but you dont vertex manipulate the edge, you mark both solids and cut it. otherwise you would spend hours manipulating <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-Lt Gravity+Apr 17 2005, 08:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Apr 17 2005, 08:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> addition to kouji san:
    you vertex manipulate the floor so you get the 45° edge. EXCEPT you make a pipe bend. the procedure is exactly the same but you dont vertex manipulate the edge, you mark both solids and cut it. otherwise you would spend hours manipulating <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hours manipulating what <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    I did this in more or less then a minute using copy paste + rotate, flip horizontal/vertical after the first section was done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited April 2005
    <!--QuoteBegin-Kouji San+Apr 17 2005, 01:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Apr 17 2005, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Lt Gravity+Apr 17 2005, 08:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Apr 17 2005, 08:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> addition to kouji san:
    you vertex manipulate the floor so you get the 45° edge. EXCEPT you make a pipe bend. the procedure is exactly the same but you dont vertex manipulate the edge, you mark both solids and cut it. otherwise you would spend hours manipulating <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hours manipulating what <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    I did this in more or less then a minute using copy paste + rotate, flip horizontal/vertical after the first section was done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    no. unless you use some weird dimensions for the basepipe of cause.

    the easiest was to create a bend in a pipe in no time (and I mean NO time!):
    create your pipe. its very important to adjust it to the grid, otherwise you will get solid-crap at the end.

    <img src='http://mitglied.lycos.de/centercross/bilder/1.jpg' border='0' alt='user posted image' />


    copy the pipes and place them like shown in the picture. you should worry about the "bent diameter" so place them wisely. you DONT HAVE TO ADJUST THE ANGLED PIPE TO THE GRID. just make shure it intersects the other pipes near a grid joint.

    <img src='http://mitglied.lycos.de/centercross/bilder/2.jpg' border='0' alt='user posted image' />


    mark all pipes and use the clipping tool. now cut thorugh where the pipes are intersecting.

    <img src='http://mitglied.lycos.de/centercross/bilder/3.jpg' border='0' alt='user posted image' />


    the result will look like this. the vertical and horizontal pipes allready have absolute meassurements, ergo the 100% fit the grid. the onlything you have to do now is simple manipulate bot sides of the angled brush in top view. you will have to just pull the verex a little bit.

    <img src='http://mitglied.lycos.de/centercross/bilder/4.jpg' border='0' alt='user posted image' />


    when the edges of the pipes touch each other you will have the perfect result.

    <img src='http://mitglied.lycos.de/centercross/bilder/5.jpg' border='0' alt='user posted image' />


    this action takes about 20 seconds. however you wont be able to use this method to create pieps that are bend in 2 different axis-directions and the procedure to create pipes with 2 or more elemtns for the bend wont be this easy but this method is the easiest one when creating simple bended pipes.

    hope this will be helpful for any person out there.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited April 2005
    Gravity: That has to be some of the wierdest editing just to get a pipe at a 45 Degree bend.

    I have a tutorial on how to make <a href='http://homepage.eircom.net/~powerless/Bendy%20Pipes%20Tutorial.htm' target='_blank'>Bendy pipes</a>

    Kouji:theres a better way to make those 45 degree floor bends

    Also when someone is asking for help in something like this, it is best to show them as best as possible. After all if some one starts out with a bad habit. . its hard to break.
    And kouji I know you can map, look at achio.<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Now notice the angled brush is WAY wider than the adjoining brushes. This is why the texture will be screwed up.
    The bottom pic shows a better way of doing this, and makes texture alignment so much easier. Hope this helps._
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    Well I don't think it's a bad habit since it is the more realistic aproach. Not easier, but still the realistic one and also has the benefit to make ANY square texture fit perfectly.

    Also if you look closer at your first picture, you can see the angled part being much wider then the normal parts. Which would mean that when you rotate it back over 45 degrees it will also be something like 1.5 the width of the original one. Can be the case for floors, but for pipes this isn't an option IMO.

    Note:
    This tutorial I posted wasn't meant to be used for pipes, just texturing a floor arround a corner like the picture in the 2nd post shows <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I never mentioned anything about rotating.I try as much as I can to not rotate brushes. just create a new one and vertex it into position. Also I would never dream of rotating an angled brush like that back to normal.
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