Angled Brushes

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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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I've been having a hard time trying to figure out how people do things with angled brushes. I can make an angled brush easy but I can't figure out how you make an angled brush with something like a window in it, like at the final area of Upward. No matter how much I mess around with the angle, the only points that fit on the grid are where it starts and where it stops. If I try to put a window in it, everything isn't going to line up.

My question is this:

How do I make an angled brush that fallows the grid.
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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  • angled window.jpg
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Aug 2, 2015
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An instance may work for something like a whole building or section but I'm just talking about a singular wall. Plus instances are far beyond my understanding

This is an example of the kind of thing I'm trying to replicate:
i sorta cut the brushes at an angle with the clipping tool to make the window hole and use the vertex tool to scale it around
also you can use the vertex tool to put a window in there
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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i sorta cut the brushes at an angle with the clipping tool to make the window hole and use the vertex tool to scale it around
also you can use the vertex tool to put a window in there
That's something I've looked into but so far I can't get every angle to match. The side angles match but the one for the window dosn't. This is because only the ends of the angles go through grid intersections. What I'm looking for is information on how to keep an angled brush on the grid since no matter how much I move the angle around or change it, it never lines up.
 

MoonFox

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Mar 17, 2015
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angled brushes can be made with vertex move tool, the grey block with the red corners; it should be the last object on your left toolbar, unless you have reorganized it or moved it. this allows you to remain geometrical on grid spaces. The caveat to it being that some lines will not align as the directional paths are asymmetrical and not evenly spaced. the work around for windows are a 5 section object with four of the five being the wall itself. two parallel to the top and bottom, and two perpendicular to the lines... it should be like a box trapped within a box, with the top and bottom cut directionally parallel to the parameters of the inner square. |[]|
 
Aug 2, 2015
148
340
angled brushes can be made with vertex move tool, the grey block with the red corners; it should be the last object on your left toolbar, unless you have reorganized it or moved it. this allows you to remain geometrical on grid spaces. The caveat to it being that some lines will not align as the directional paths are asymmetrical and not evenly spaced. the work around for windows are a 5 section object with four of the five being the wall itself. two parallel to the top and bottom, and two perpendicular to the lines... it should be like a box trapped within a box, with the top and bottom cut directionally parallel to the parameters of the inner square. |[]|
there's emotes for that :vertexmanip:
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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:vertexmanip: OH DAMN! did not see that button there
 

Moonrat

nothing left
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Jul 30, 2014
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An instance may work for something like a whole building or section but I'm just talking about a singular wall. Plus instances are far beyond my understanding

This is an example of the kind of thing I'm trying to replicate:
Why don't you just build it on the grid, then rotate it and use the vertex tool to get it to line up. In this case that what I'd do
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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The stuff in Upward you're talking about is at a 45 degree angle; that should be really easy to replicate. Have you downloaded a decompile of it and looked at it in the 2D views? Generally, Valve makes its 45-degree walls three diagonals thick on whatever grid scale makes a regular wall four spaces thick, so they meet at a 2:1 slant, like this:

XTKXZJa.png


Which is pretty close to equal thickness and keeps everything perfectly on grid. It pretends that 3√2 = 4, which is close enough to not be noticeable in a video game.

But in Upward, for some reason, the walls you're looking meet at a straight line like this:

LhHYoCn.png


Which of course makes the diagonal ones thinner. It's not a huge deal, but worth pointing out. Regardless of which method you use, the vertex tool ought to be able to handle whatever you're throwing at it.