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Post by shadowtech on Apr 29, 2005 11:22:54 GMT -5
I seem to have gotten stuck and figured I'd ask you all for some simple techniques. When I first started designing my map, I managed to get it to work once. But now when I try the same method, it won't cut a hole in the original wall, making it impassable. I've tried just about every which way I can think of to make it work, but it refuses. I've read about a "csg subtract" which some people advise, and some people seem to hate and not recommend at all. I can't seem to find a csg subtract in Quark anyhow. Let me see if I can explain this differently... I have a completed room, which I'll call "Room A." I want to have a small passage/corridor which leads from Room A to Room B. The problem is that when I "Make Hollow" the passage/corridor, it doesn't cut away the walls from Room A or Room B like it should. So, my question is: what method(s) do you use when you want to connect two rooms together? Is there a better way than what I'm trying? I've read that there's a way to do it without even using Make Hollow, but can't find out how to do that. Any tips or suggestions would be appreciated.
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Post by grieve[Q2C] on Apr 29, 2005 12:12:52 GMT -5
hmm, there are several ways to do that. the brush subtraction command in Quark can be found under "Commands" and "Brush subtraction". the selected brush will be subtracted from the surrounding brushes wherever it clips them, hollowing them out ( and possibly creating lots of new brushes in this process). you will have to remove this same brush you used for the subtraction after that, because it is still there blocking the hole in the wall it has just cut. turning the brush(es) you want to use for cutting into "negative polys" is a useful feature in Quark. this option can be found in the brush (polyhedron) properties under the compass, whenever a brush is selected. this "negative" brush will automatically cut out a hole where it clips other brushes as soon as you start to build and compile the map. advantage: this "negative brush" remains an object which you can move around, resize and even delete to make the wall one piece again. if you use the brush subtraction command and then do a lot of other operations, it can not be undone anymore and you will have to redo the entire wall if you decide that no door should be there. if you use the "make hollow" command, an empty cube is created from the brush ( if the brush was cubic) whose sides are constituted by 6 single little brushes. if you want it to be a tunnel you can go through, you will have to remove two of them, front and backside. if it is closed on all sides, you can't go throught it.
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Post by DirtDemon [Q2C] on Apr 29, 2005 12:19:57 GMT -5
I assume you are useing the digger tool in quark. The walls you are trying to carve out are in differant groups which the digger cant find. You could put a digger in room A (in the same group as your wall), then put one in room B ( in the same group as that wall), then build a passage in between them. The other alternative is to not use the digger at all and just cut your walls into a passage way...but that would be to easy Hope this helps you some. DD
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Post by grieve[Q2C] on Apr 29, 2005 12:25:48 GMT -5
you need to toy around with these commands until you get what they do. however, try this: 1) connect the two rooms with a brush and pull its edges until it fits exactly. ( never forget to work within the grid, btw.) 2) use the brush subtraction command for this brush. 3) keep this same brush selected, and make it hollow. 4) throw away the two sides of the now empty cube which block the passage from room to room. The result might not be pretty right away, but will give you an idea of these operations.
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Post by DirtDemon [Q2C] on Apr 29, 2005 12:32:34 GMT -5
Nice explenation Grieve, I've never tried that method.
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Post by grieve[Q2C] on Apr 29, 2005 12:42:41 GMT -5
hmm, I'm not using these subtraction tools too much anyway. I am more or less "modeling" my rooms and sceneries. Pulling edges, pulling faces ..... then the cut tool. Pulling again. Moving vertices. Cut again .... the cut tool is extremely important. This way the textures are always perfectly aligned , even if you make very narrow trims or other constructions. And first creating a floor plan of the area with a larger grid, then modeling the finer stuff. etc.
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Post by grieve[Q2C] on Apr 29, 2005 13:56:15 GMT -5
However, hope this was helpful for Shadow.
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Post by shadowtech on Apr 29, 2005 14:33:16 GMT -5
Yes it was, and thanks for all the tips everyone.
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Post by Wixen1 [Q2C] on Apr 29, 2005 15:18:22 GMT -5
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Post by shadowtech on Apr 29, 2005 18:01:44 GMT -5
lol ;D
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Post by Le Ray [Q2C] on May 2, 2005 5:48:16 GMT -5
Glad you guys got the problem figured out!
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