Awkward New Mapper, Simple Questions

Apollo 11

L1: Registered
Nov 3, 2015
3
0
So I'm basically completely new to mapping, and although I've read a bunch of tutorials on the forums and have watched hours of repetitive YouTube videos I still have some very basic questions. First, is there any way to make curves easily? Right now I'm just using the cutting tool 20 or so times. Also, if I have used the brush to create a block and then cut the block on an angle, is there any way I can heighten/shorten the block without maintaining the ratio of the cut? I'm sure that these are incredibly simple for anyone who has mapped for more than a day but I found myself getting stuck a lot because of these.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
When using the brush tool, over on the right side of the screen there is a toolbox with two drop-down selection boxes labeled 'categories' and 'objects'. You can change the type of brush you make by selecting what you want in the 'objects' drop-down menu. (Options include circle and arch)
As for changing the dimensions of a brush, use the vertex tool :vertexmanip: to change vertices on their own. Hope this helps.
 

tyler

aa
Sep 11, 2013
5,102
4,621
One thing: try not to resize cylinders or arches after making them because it pulls the points off grid and gets really messy. If your measurements are powers of 2, though, the points will always be on grid (albeit possibly only at the 1u level). It's important to stay at a high grid level as much as possible chiefly because it makes everything easier, but also tons of other reasons you'll learn as you go.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
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All I want to say, is good luck in future endeavors, and also, don't forget to have fun. I genuinely hope you the best as anyone, new or old.
 
Jan 20, 2010
1,317
902
One thing: try not to resize cylinders or arches after making them because it pulls the points off grid and gets really messy. If your measurements are powers of 2, though, the points will always be on grid (albeit possibly only at the 1u level). It's important to stay at a high grid level as much as possible chiefly because it makes everything easier, but also tons of other reasons you'll learn as you go.

This was by far the toughest thing for me to learn when I started mapping. Made even more difficult by the detail stage where props often do not jive well (or at all) with larger grids.

Just don't let yourself ever go below 2x2 grid. If you do go down to 1x1, make it only briefly and then go back to 2x2. But the higher the better. I prefer 4x4 for the most part. Easy for making smaller details, but big enough to make 16 unit wide walls.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
This was by far the toughest thing for me to learn when I started mapping. Made even more difficult by the detail stage where props often do not jive well (or at all) with larger grids.

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"Jibe."
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
Just don't let yourself ever go below 2x2 grid. If you do go down to 1x1, make it only briefly and then go back to 2x2. But the higher the better. I prefer 4x4 for the most part. Easy for making smaller details, but big enough to make 16 unit wide walls.

To add to th is, if you aren't detailing and are just in the blocking out stage, 16 is as low as I'd personally go. Even then, I'd only do that for thinner walls. The higher the better at the early blocking out stage.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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74
16 units is the max clipping distance for all player models, anything smaller could have model clipping issues, the only reason to have somethings smaller than 16 hammer units: is to make a sniper window or platform detailing, which are both part of mid to late beta phase, so for alpha, 16 for walls. 32 for environment objects
 

worMatty

Repacking Evangelist
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Jul 22, 2014
1,258
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16 units is the max clipping distance for all player models, anything smaller could have model clipping issues, the only reason to have somethings smaller than 16 hammer units: is to make a sniper window or platform detailing, which are both part of mid to late beta phase, so for alpha, 16 for walls. 32 for environment objects
Actually, a pyro's flamethrower model will pass through walls that are 16 units thick. I think the minimum brush width to prevent that is 24 units, so it's best to make walls in 32. Not that it matters much but it looks stupid.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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74
Actually, a pyro's flamethrower model will pass through walls that are 16 units thick.
Well, gotta be honest, I did not know that
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I use 8 for all my walls and never had a problem with it. It's not something that happens often at all.
 
Jan 20, 2010
1,317
902
I use 8 for all my walls and never had a problem with it. It's not something that happens often at all.

True, but it's better to be safe than sorry. I include walls thinner than 16 occasionally, but usually only in places where players won't be on the other side of them. I just think it's best practice to keep them at 16 as often as possible.

Actually, a pyro's flamethrower model will pass through walls that are 16 units thick. I think the minimum brush width to prevent that is 24 units, so it's best to make walls in 32. Not that it matters much but it looks stupid.

Haha, yeah, that can happen but not even Valve seems to care much about that. The majority of their walls are 16 units thick.
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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