So any official way to do good slanted roofs?

Zeppelinfreak

L1: Registered
Aug 12, 2008
3
0
Hi, this might be a stupid question but I was wondering whats the universal,quick, and easy way to make roofs on TF2. Roofs are usually always 2 slanted metal textured brushes of course. I had some ways to do them but they suck, so it would really be appreciated if someone told me how everyone usually does them. I don't want to get into specifics on my method but they sucked and I would rather not explain lol.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I make a big block to be the basis of the roof and use the clipping tool to get the angle on it, then I make a new brush (4 units tall in almost all cases) starting at the middle ridge and expanded out to 16 units further than the edge of the building, then I vertex edit the outer end down so that it meets the first brush. I repeat the second part for the other side of the roof and then I'm done
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
This is how I like to do my roofs:



Making them is just a case of creating the brush that covers half of the roof, and sticks out a bit (16 units) at the shorter sides. I make it 4 units thick. Then Of course you skew/vertex manipulate it to be sloped. Then I create the sticky-out bit that goes on the end, and skew it 4 or 8 units. Finally, the two bits are cloned and flipped to form the other half of the roof.
 

apocguy

L2: Junior Member
Jan 10, 2008
51
2
This is how I like to do my roofs:



Making them is just a case of creating the brush that covers half of the roof, and sticks out a bit (16 units) at the shorter sides. I make it 4 units thick. Then Of course you skew/vertex manipulate it to be sloped. Then I create the sticky-out bit that goes on the end, and skew it 4 or 8 units. Finally, the two bits are cloned and flipped to form the other half of the roof.

Thanks for sharing that photo. I already know how to create roofs. However, those edges on your roof are nice looking, never thought of just slanting them.
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
Note that screenshot was actually taken with Half-Life (1) textures. The others are right in saying that ibeam texture is the best one to use.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Well, rather than angles, as posted on the Black Mesa Source blog, I've learned to use and think in ratios. 1:8, 1:7, 1:6, 1:5, 1:4, 1:3, 1:2, 2:3, any sort of combination works pretty well and you can get really close to anything you want to do, all the while keeping your brushes clean and staying on the grid.