Need Help with Brush Work =D

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DucatiBon

L2: Junior Member
Jan 28, 2009
71
0
Okay i have some pipes that i made with brushes

odiously straight ones are easy, but i need them to curve
like
I used cylinder tool to make the straight ones but i need to make the "Turn"

Right here
| |
V v

...__________
../
/..... ________
|.....|
|.....|
|.....|
|.....|
|.....|
|.....|
(ignore the periods that's just to move the brackets over to look like a pipe)
I cant figure out what would be the best way to do it,
I want it rounded which i cant make with text character but you get the idea

(and don't say prop cut that wont work for what im using it for)
 

Altaco

L420: High Member
Jul 3, 2008
484
120
You could use displacements and subdivide. Not sure how well it would work though. Take a look at the sewer tunnels in 2fort. They don't curve, they just meet, and it really looks fine.
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Check out the torus tool. You should be able to clip that to the quarter donut shape you need. Just dont forget to func_detail.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I whipped up a quick example of displacement pipe bends.
displacement_pipes.jpg


You can mess around with the verts to get a rounder shape, or leave 'em pretty square. You have to move the verts when they are brushes or displacements BEFORE you subdivide or they pinch weird.

And only select the outside faces, if you select the 'end caps' of any of the brushes you'll get some weird things happening.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
just a thought:
does it have to be a brush, because you could just take the sewer pipes from cp_well, which is a short straight piece and a 90-degree bend piece.
 

DucatiBon

L2: Junior Member
Jan 28, 2009
71
0
yes because its gotta be brush work, because i need it for this

[ame="http://www.youtube.com/watch?v=KeW5q8gIIhM"]YouTube - Hammer Editor - Lighting Toxic Test[/ame]

But i just did a Right Angle instead, doesn't look to bad
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Looks a bit like plutonium in deepwater :)

You could always make try to make a model, because thats easy :)

But displacements are probably a lot easier

in 2fort they did it this way

HTML:
 ________
|  ______
|  |
|  |
|  |
|  |
 
Last edited:

Vigilante212

L420: High Member
Dec 21, 2008
481
33
I dont think displacments are going to work for what he wants. if it was a solid pipe sure, but looks like he wants windows and stuff. Personally I would still make the 90 degree bends solid using either the displacment method or the 1/4 torus method.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I'm just pasting this from the last thread I put it in.

It would be easy enough to make one set of displacements a bit larger then the other. Glass tex on outside, glowing green goo on inside.
=============
other post:
Like this?

hoover02.jpg


Funny I just saw this post. I spent most of yesterday figuring out how I was gonna make one work.

construction:
The metal rings are func_details. The bolts are func_brushes (so they don't cut the metal rings into a thousand polys and they have no physics)
The wiremesh is a displacement.
The glass tubes are 2 layers of green glass displacement tubes.

The area around the glass IS NOT WATER. It is an enclosed cube of black tex. I suppose I will make a black fade overlay to fade the bricks of the walls out fast.

Then the water from the top side will be in a seperate box of it's own. The water wont be swimmable and the tubes wont be seen from the top side.

problems (aka why the black box instead of water):
TF2 is weird with water and I haven't played with it much. But it seems anything in the same 'box' as water below the surface of water, even if in air space has an effect on the player.
Demos stickies and pipe bombs travel through the air slow as if they are in water.
But if the tunnels are in a box under the water box this doesn't happen.

Also, the water surface doesn't work if you are in air space under the water. It'll just be a flat green/grey color. But if you no clip up into the water it's normal. Then you can go back down to airspace and it will look right until you move the camera around (possibly looking into a new leaf) at which time the water surface is messed up again.

So I figured I'd just make it look really dark and add the second layer of glass which helps to block view some and gives it an underwater effect.

I'm interested to see if you get different results.