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  • #76
    How do you scale ring segments without distortion ?Also is there a way to size brushes numericly without dragging.?
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    • #77
      Ring segments made from brushes? Click the Scale button (I think this is called "translate" in GTKR). A gizmo will appear. Use the mouse to pull the axes of the gizmo horizontally and vertically until you have the desired size.

      MUST snap to grid afterwards (try 2 unit grid or 1 unit if necessary).



      Alternative: Draw a new brush at the size you need and use plugins -> bobtoolz -> polygon builder to create a new ring from it (that's how I made this one). Again snap to grid.

      Possibly bobtoolz only come with netradiant.

      ---

      In case you meant patches (cylinder): just drag them with the mouse like you would when scaling a brush, alternatively go to (V)ertex mode and move the vertices as desired.

      Also is there a way to size brushes numericly without dragging.?
      Yes, Modify -> Arbitrary Scale. Same works for rotation.

      Hint: Turn on size info if you haven't. This will show the size of stuff in the 2D
      Last edited by golden_boy; 09-26-2012, 11:30 AM.
      Scout's Journey
      Rune of Earth Magic

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      • #78
        Having a blast roughing out the Temple.I should have done this years ago.





        How much support for fabrics are in q3bsp,It would be nice to resurrect the occulus for this map
        Last edited by bluntz; 09-16-2012, 08:22 AM.
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        • #79
          Does gridsize restrict map size? I had to reduce to size 1 to get a decent cylinder from bobs tools and I am now wondering how much detail I can use on my collums and worry about tapering them as I think I will have to reduce even farther.The clipper would not let me clip a cone,that would have been the easiest way and the way I was making the collums and ring segments was very complicated without the plugin. dragging the verts just does not work well but edges seems to be ok if there is no penalty in the end.
          Last edited by bluntz; 09-16-2012, 03:53 PM.
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          • #80
            I have gotten an error a few times "portal has too many leafs"
            After adding details to the facade like the tapered colums trim and stuff,I have looked around but what I found out abot this error says it gets caused by numerical rotation but I dont think I used any on this facade.
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            • #81
              I have gotten an error a few times "leaf with too many portals"
              After adding details to the facade like the tapered colums trim and stuff,I have looked around but what I found out about this error says it gets caused by too many sided cylinders and should make detail ctrl+m?.Is there an easy way to avoid it when adding detail to your draft? Someone else mentions having this error a bit before they learned to use patch meshes.Could you please explain those?
              Last edited by bluntz; 09-17-2012, 11:28 PM.
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              • #82
                Ok I have found the fix for this error and it seems to be working so far.
                From the tremulous forum.
                Just for reference if any one gets this error. the error is due to too many blocks that are not detail. Fo example if you have stairs in you map, this will create a leaf portal for each step. What you need to do is make anything that contains a lot of block work, into detail. You can do this very easily by selecting you stairs etc and right click on the 2d window and click on 'make detail'. You will see your selection turn green in colour on the 2d window (The Graph). This will enable the compiler to ignore your stairs and compile correctly.

                Hope this helps

                SniperUK
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                • #83
                  Looking really good so far bro.
                  http://www.nextgenquake.com

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                  • #84
                    Thanks ,I have some of the errors figured out and getting it to compile ok now.
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                    • #85
                      New errors "normal too short" encountered doing circular stuff. like this,
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                      • #86
                        I like how there are all these crazy shapes just "hangin around" - like it's the very first Home Depot.

                        Heavy-ass shape of uprightness - $MM
                        http://www.nextgenquake.com

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                        • #87
                          Originally posted by MadGypsy View Post
                          I like how there are all these crazy shapes just "hangin around" - like it's the very first Home Depot.

                          Heavy-ass shape of uprightness - $MM
                          hehehe yea that is how I approach my draft, I go through and drop rough brush sets where I will build something later. It helps me keep things uniform and a bit faster to just stamp up the basic structures.I am not sure if this is the best method though as I hit the limits ahead of my planned layout takes shape when adding the details.
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                          • #88
                            I thought there were no limits...
                            http://www.nextgenquake.com

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                            • #89
                              I drew that dome the first time smooth and hollowed it,Immediately it screamed map limit reached.hehe, I could break an anvil.
                              I got the normal error adding arches to the rotunda.After researching it a bit more the arches were not used but instead an inner circle of doric pillars with 20 ionic pillars outside.
                              The ruins show that it was likely rebuilt during the roman period though.
                              Last edited by bluntz; 09-19-2012, 09:45 PM.
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                              • #90
                                I know how you could do it differently and not reach the map limits. Darkplaces allows static models to be .obj format. This might be a little crazy but this will probably work. Model the stuff you don't have to walk on that is really high poly and big in blender (or whatever) and export it in .obj format, then simply make an entry in your .ent for it as an entity and add it in your QC with the flag SOLID_NOT. Finally add it into your map and use some clunky looking clip brushes to clip the pillars (cause they are SOLID_NOT)

                                See? It's not really a part of the map, it's an entity that will get added in at runtime. The compiler has no way to determine how many polys the .obj is so it shouldn't get added to the limits. The only problem I see here is shadows. Maybe you could make a much much lower poly detail out of brushes that is just a hair smaller than the mega poly .obj and place the .obj to where the super low poly detail is technically inside of it. I can't say for certain, but I would think this would fix the lack of shadows from the SOLID_NOT entity. It shouldn't take more than some simple "place holder" brushes, which would keep the brush count down, but in game the .obj is what people will see.

                                An alternative to that would be to just use a really big texture for the surrounding ground and paint the shadows on by hand. Your player/weapon model won't get darker as he walks into these shadows though.

                                Alternately your solid_not brush might have just as many problems with light. Meh, this is just me rambling off nutty ideas to "game the system"...carry on.
                                http://www.nextgenquake.com

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