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Post by giftmacher on Nov 7, 2014 7:13:36 GMT -5
Hello I'm having trouble figuring out how to make proper pipes in Q2 with QuarK, like how to bend them without messing around with grid 0.1 - 1, which just gets frustrating when you want to place it in your 8-16 grid world. Here are some images from QuarK of what I'm trying to do: Here are some pipes I want to bend This is what I can do with small grid work, but it looks out of place and messy... Here are some pipework from q2, where one pipe is even atached right in the middle of another one, I don't understand how they do that without putting that pipe inside of the middle one. I read about "skewing" but that was in one of the radiant editors, I couldn't find something similar here Here is a tutorial for gtkradiant, but I don't know if the same practice works in quark? www.quakewiki.net/archives/speedy/tut_pipe.htm
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 7, 2014 11:43:48 GMT -5
Giftmacher - Proper Mapping Quark - Just hold in Quark editor CTRL key , and move ( vertex ). Along with CTRL and tutorial gtkradiant should do the trick , connect pipes.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 7, 2014 12:45:31 GMT -5
The t-intersection can be done by simply running one pipe far enough into the other other pipe so the seams are hidden by the geometry. It would be different if you intend for someone to be able to move inside, but since those pipes are smaller than the bounding box for the player, it only needs to "look" like 2 intersecting pipes.
Margaal's idea is also great...manipulate the vertexes for the pipe to bend it. QERadiant works a bit differently (different shortcut) but the effect is the same.
That tutorial on Speedy's site is a great example of how to make a curved pipe. Keep your divisions along the grid and your r_speeds won't suffer too greatly. Most machines now are capable of so much more than the system requirements at the time this game was released so let your imagination run wild, but test it all thoroughly before release.
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Post by giftmacher on Nov 7, 2014 14:55:52 GMT -5
Thanks a bunch guys!
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Post by fifthelephant on Jan 29, 2015 6:00:15 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Jan 29, 2015 20:20:47 GMT -5
Awesome to the point tutorial fifthelephant! Since you're working in Trenchbroom, perhaps you'd know more about working with terrain without running into nasty floating point precision bugs. I've got someone who's trying his hand at Terrain manipulation in Trenchbroom. He'd like to move complex geometry around without causing leaks and breaking it in the process, and instead of getting something uniform he ends up with lots of small cracks and weird jagged edges all over the place after compiling
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Post by NIN-Kitsune on Jan 30, 2015 5:47:59 GMT -5
Awesome to the point tutorial fifthelephant! Since you're working in Trenchbroom, perhaps you'd know more about working with terrain without running into nasty floating point precision bugs. I've got someone who's trying his hand at Terrain manipulation in Trenchbroom. He'd like to move complex geometry around without causing leaks and breaking it in the process, and instead of getting something uniform he ends up with lots of small cracks and weird jagged edges all over the place after compiling Actually may have licked that problem, snapping vertices feature seems to do the trick after I manipulate something complex like terrain geometry and it seems to prevent the problem so far. I have a few more tests to see if it solves it for good, I always obey the grid after all as my golden rule of editing, but even then, when moving multiple objects like terrain segments and mountains it often created that problem, though so far, I think snap vertices feature has at least reduced the errors. I'll be sure to post if I run into any more problems.
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