fyler
Light Guard
Posts: 21
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Post by fyler on Jun 21, 2011 12:54:21 GMT -5
Hey guys, new to the forum. Nice to see people are still doing what I do after almost 14 years! Anyways, right to my question: (I'm using Qoole99 mainly because I have yet to try anything else, and it's kind of stubbornness, I learned on Qoole99) I'm trying to make a 90 degree angle with 2 hollowed out pipes. I keep trying different ideas/methods and all keep coming up short with either leaks or too many brushes from the hollow outward. How can I make a clean, 90 degree bend in a hollowed out pipe without causing too much trouble for me or the compiler? I've been at a stand still in my map for almost 8 months! If anyone can reply with a tutorial of some sort, I would greaaaaatly appreciate it! Love the forum!
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Post by peeweerota on Jun 21, 2011 13:21:57 GMT -5
Welcome! Glad you to have you.
Do not be afraid to use 2 editors for the same map. Qoole 2.5 has been my favorite although qoole99 has some strengths. I always compile my final products in Quark.
I have a feeling that what you should do is take advantage of the idea of prefabing. Make the pipe you want in quark using a csg subtract and save it as a .map. Later load it back in as a prefab in the original.
Before trying this... back up your map!
Someone else will come along shortly with a better answer. But that's how I'd do it.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jun 21, 2011 18:26:56 GMT -5
Hey guys, new to the forum. Nice to see people are still doing what I do after almost 14 years! Anyways, right to my question: (I'm using Qoole99 mainly because I have yet to try anything else, and it's kind of stubbornness, I learned on Qoole99) I'm trying to make a 90 degree angle with 2 hollowed out pipes. I keep trying different ideas/methods and all keep coming up short with either leaks or too many brushes from the hollow outward. How can I make a clean, 90 degree bend in a hollowed out pipe without causing too much trouble for me or the compiler? I've been at a stand still in my map for almost 8 months! If anyone can reply with a tutorial of some sort, I would greaaaaatly appreciate it! Love the forum! Try this; - Set grid size to 32. - Make a pipe out of six individual brushes. - Make a triangle brush 192 x 192 to use as a visual guide. - Group the 6 brushes and drag the vertices to match the triangle brush. - Copy, paste and rotate. Let me know if these screenies help... (forgive the sizing but details Jerry...details!!!)
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Post by Wixen1 [Q2C] on Jun 22, 2011 13:01:33 GMT -5
Yep, welcome to the Café fyler, and thanks for joining the forum. Hope we can help you with your problem. Also thx. to peewee and m for that quick response, cool! -W1
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fyler
Light Guard
Posts: 21
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Post by fyler on Jun 29, 2011 10:54:38 GMT -5
I just don't know how to make those parallelogram brushes (the ones that connect the top to the sides and the sides to the bottom) my CSG fabbing is pretty noobish Thanks for the response, I'm gonna try that out, M.
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fyler
Light Guard
Posts: 21
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Post by fyler on Jun 29, 2011 14:51:43 GMT -5
M you are a GENIUSSSSSS!!!!
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Post by Wixen1 [Q2C] on Jun 29, 2011 15:02:41 GMT -5
M you are a GENIUSSSSSS!!!! Who would have known! Thx. Maric and good for you fyler. -W1
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jun 29, 2011 15:19:04 GMT -5
M you are a GENIUSSSSSS!!!! Aww shucks! Thanks yo, but I'm just an old war-horse with far too much brush monkey business that done be flowed under the bridge. Any help you need for Q2'n, this is the place.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jun 29, 2011 15:20:42 GMT -5
M you are a GENIUSSSSSS!!!! Who would have known! Thx. Maric and good for you fyler. -W1 XOXOXOXO
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fyler
Light Guard
Posts: 21
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Post by fyler on Jun 29, 2011 15:23:44 GMT -5
Wait a minute... M = Maric = the god of map-making?!?
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Post by Wixen1 [Q2C] on Jun 29, 2011 15:25:46 GMT -5
Wait a minute... M = Maric = the god of map-making?!? Yeah, why so shy Maric?... -W1
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fyler
Light Guard
Posts: 21
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Post by fyler on Jun 30, 2011 7:40:39 GMT -5
Ok, so Maric, I took your idea and kinda misread it but turned it a possible solution. Only, my "idea" requires sheer accuracy. I misread it by cutting a hollowed out cylinder (since I still don't know how to make the pipe out of 8 individual brushes, I'll let Qoole99 do that with hollow outward) with Plane Clip. Unfortunately the angle at which plane clip slices needs to be is 45 degrees which is impossible to replicate without a protractor (I'd like pretty silly holding one up to a computer screen) or trial and error. SO... any help explaining the idea of you're triangle visual guide would be gladly appreciated, email is azella85@gmail.com if you could help me out
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Post by peeweerota on Jun 30, 2011 9:07:08 GMT -5
45 degree angles are easy in the 2d grid. Think of your brush from a single 2d view. If you have an edge snapped to the grid at location (0,0) and another edge at (1,1) then that face sits on a 45degree plane. Stepping at an incline of (1,1) will always give you 45degrees. So if you just scale that up and have 1 edge at (0,0) and the other at (32,32) then it should cut almost anything you ever need. You can step any direction you need too. So (1,-1) would work too. Obviously there's no way to do this mathematically, but you can do it free hand easily by just following the grid. Also in qoole, 4x4, 8x8, 16x16, 32x32, (etc) grid lines are darker depending on your zoom level. If you know that your line is hitting the opposing corners on one of these grids then you know for a fact it has a (1,1) or (1,-1) incline. *EDIT* The one thing that is probably throwing you off is that some mapping programs accidentally stretch their 1x1 grid into a rectangle instead of a square. So even if you know it is 45 degrees because of the grid count, it may display incorrectly on the 2d grid. **EDIT**EDIT* If you're doing what I suggested, and making this prefab in quark.. don't forget that the top and side views are in different locations on Qoole and Quark. I don't know how many times I've made a starting room, compiled it to see it in game, and found the room standing sideways!
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fyler
Light Guard
Posts: 21
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Post by fyler on Jul 1, 2011 4:13:30 GMT -5
Ok! Great news, and terrible news. The Great news is that I've gotten my ideas to work and they work perfectly. HOWEVER. This has caused some errors in QOOLE99 (I know I know please no comments from the peanut gallery). it's moved the location of some teleports and teleport_destinations to where they're halfway in walls when I compile it and test it in Q2. But, in QOOLE, they haven't moved, because I haven't moved them! It's also done a "drop_to_floor" on some health in the same room and on a railgun that's not that close to the area of the others. I don't understand why it's done this, and except for these mistakes my map is done... Can anyone help me figure out why it would move things on its own?
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Post by peeweerota on Jul 8, 2011 8:53:09 GMT -5
Ok! Great news, and terrible news. The Great news is that I've gotten my ideas to work and they work perfectly. HOWEVER. This has caused some errors in QOOLE99 (I know I know please no comments from the peanut gallery). it's moved the location of some teleports and teleport_destinations to where they're halfway in walls when I compile it and test it in Q2. But, in QOOLE, they haven't moved, because I haven't moved them! It's also done a "drop_to_floor" on some health in the same room and on a railgun that's not that close to the area of the others. I don't understand why it's done this, and except for these mistakes my map is done... Can anyone help me figure out why it would move things on its own? 3 solutions. 1) Re add those objects. It should fix that issue. 2) Manually edit the .qle file in notepad to fix the locations 3) Export as .map and compile in Quark
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