Fitting Triangles next to Squares

Mar

Banned
Feb 12, 2009
607
63
Ok, I've the problem of the OP, but go to the second page and help me with my other problem, one that still has no solution.



Hi guys, this is my first post here!

Well, I'm working on my first map, dm_pillars, it's is a death-match map designed for scouts, soldi, and demo, but can be played by all classes. It's in very early development, but I have run into one issue.

http://img3.imageshack.us/img3/3954/dmpillars0004gf9.jpg
dmpillars0004gf9.jpg


As you can see, there are 4 squares rising out of the center one. In between these 4 squares there is a gap. I want to fill that gap up so that this more of a bowl. I've tried using the wedge primitive, but I couldn't get it down just right. It seems the easiest way would be too throw a triangle in there, but I can't do it.

I need to fill the space up and make its lines even with the squares. Any Idea's on the best way to do this?
 
Last edited:

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Use the clipping tool to cut the middle square into a triangle. Then use the vertex manipulation tool to get the "middle" point of the triangle down. Then use shift+drag to copy the triangle, ctrl+m to rotate it 90 degrees. Repeat this two more times to get all 4 triangles.

It's a quick and dirty explanation, but if you need any help on a specific aspect of it, ask ;)
 

Big Lou

L3: Member
Mar 17, 2008
120
27
Don't use the clipping tool. Use the vertex tool and fuse two of the corners together to make 3 sides.
 

Mar

Banned
Feb 12, 2009
607
63
I'm using the vertex tool, but I can't get it to perfectly line up. Some edges just keep on popping up or over lapping.

Any tips on how to properly use the vertex tool?
 
Last edited:

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
Wow WTF was I thinking when I wrote my response, I totally meant the Vertex tool, I'm sorry! And I even linked the wrong link, ouch on my pride...

Also a couple things to note about the Vertex Tool. Sometimes you need to move a corner a bit before it'll lock onto the grid, dunno why. Also, if you can't get it PERFECT you can hold ALT while moving to use Free-move, which allows you to move objects (using any tool) off the grid. Just be careful with that, I'd only use it for aligning props perfectly flush with walls and such.
 

Mar

Banned
Feb 12, 2009
607
63
I started moving it alot, but as soon as it was perfect, I booted the game up and the map didn't load. I used hammer's error checker and it turns out all the triangle had become invalid objects! So I guess I won't be able to have them perfect and there will be edges and stuff sticking out here and there.

How bad does it reflect upon my map if stuff is protruding and it isn't very evened out?
 

Mar

Banned
Feb 12, 2009
607
63
So make a large square, and sink the middle to make a bowl?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
It is entirely possible and quite easy to do what you want... Are you working on a decent sized grid with snap enabled? Not doing so could make VM more difficult. If you are... you just need some help in VMing :D

Make your base brush and one side piece.
vm1.jpg


Select the side piece, go into VM mode, select the edge (clicking in the top view will select both yellow edge-points), then shift them up as far as you like.
vm2.jpg


Clone you side piece.
vm3.jpg


VM it, select the corner that needs to go away:
vm4.jpg

and drag it into the corner touching the base brush. It should ask you if you want to merge the verticies, say yes. (if it doesn't ask, it means the verticies got bugged and aren't exactly on the grid, either try jiggling them away and back to re-align or just remake the brush).

Then drag the other free corner over to where it will match up with the next side piece.
vm5.jpg


Just clone and rotate your side and corner piece and voila.
vm6.jpg
 

Mar

Banned
Feb 12, 2009
607
63
Wow, that's like super awsome! Thanks man!
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
I started moving it alot, but as soon as it was perfect, I booted the game up and the map didn't load. I used hammer's error checker and it turns out all the triangle had become invalid objects! So I guess I won't be able to have them perfect and there will be edges and stuff sticking out here and there.

How bad does it reflect upon my map if stuff is protruding and it isn't very evened out?

if its invalid its because a plane (a side. with 4 vertices, 1 at each corner) is not flat. line up your vertices better and it should be fine.
 

Mar

Banned
Feb 12, 2009
607
63
Well thanks for all the help so far guys!

I have another issue for my map, and it's in the same vein as this problem, so I won't make a new thread.

I made a flat plank floating in midair. I then rotated the plank in all axis so it's hanging in the air at cool angle.

Imagine taking a 2x4 and pointing the long end at 45 degree angle, like a see-saw. Then tilt it the short way so that it looks like a see-saw if the base was angled. Then take that and rotate so in x/z view it's not on the grid.

I need to extend this plank into a pillar for my map, but If I just stretch the plank it messes it's angle up, make it longer, and doesn't make have more of a base.

How would I do this?

PS. Pics coming soon.
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
I should use the vertex tool. But i'm not sure hom much degrees you turned it, so that could be getting hard.
 

Mar

Banned
Feb 12, 2009
607
63
I didn't use the 15 degree turn setting, so it might be kinds messed up. I probably should redo it with 15 degree snap turned on.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Use the VM tool, select the four lower verticies, shift them down (exactly down, use the arrow keys) until all four pass through the floor. Then you can probably just leave it like that, since a small oddball object like that should be func_detail anyhow. If you really want to you can use the clip tool to chop it off flush at the floor.