Model An edit of a staircase to make it double-sided

ExtraCheesyPie

L420: High Member
Jan 29, 2015
485
151
edit: ( Would it be easier just for me to learn how to use blender and edit it myself?)

I just need a prop model of models/props_forest/sawmill_stairs.mdl where the short staircase leading to the "pad" also comes off the other side. I want to make a koth map, but the problem is that the existing stair models come off only one side, making it unsuitable for symmetry. And if I use the short stair prop on the other side, it's too long and goes into the ground, among other differences.

oHEx0kc.jpg

T3ldgtR.jpg

FLnQrOM.jpg

(sorry for steam screenshots, didnt realise they would come out like that)

If the images help. I don't know if it would be a lot of work (I don't think it would be) but then again, I don't know a thing about modelling so I'm probably wrong. I'll give a refined to anyone who helps :)

Thanks
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
485
151
Hmm, I guess I could, but I feel like the sawmill stairs work a lot better since the structure is supposed to be an old factory thingy.
 

Sheltr

L3: Member
Feb 24, 2011
107
73
It would be a lot easier to just make it out of brush work. you can even copy over the staircase to make it look a lot like it, or another way I guess you could simply make the ground a displacement and lower the ground slightly where the stairs are.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Hmm, I guess I could, but I feel like the sawmill stairs work a lot better since the structure is supposed to be an old factory thingy.

A factory probably wouldn't have wooden stairs, then, unless I'm misinterpreting this.
 

xzzy

aa
Jan 30, 2010
815
531
Brushwork stairs are generally better, they're more flexible if you have to adjust them later and players really won't care about the small detail differences compared to prop stairs.

I'm not sure why Valve makes so many stair props, if they were curved or something that's one thing but a single straight flight of stairs just seems like a lot of work for not a lot of benefit.

Now, some new textures custom tailored for staircases, that would be worth something. wood_beam03 is horribly overused. :O
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
485
151
A factory probably wouldn't have wooden stairs, then, unless I'm misinterpreting this.


Well not as much a factory, just a sawmill like area with machinery left inside.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Alternatively, you could just use flip symmetry in your map instead of mirroring it. (Flip symmetry is better anyways, because if you get autobalanced on a mirrored map, you need to get used to a flipped version of what the layout was before)
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
I'd recommend you just make a staircase out of brushes for atleast the alpha stages of your map. Then if you decide in the beta stage in your map that the staircase is still needed in the map at all and the position of it is still the same, then you can go ahead and make a model of it.

Just don't make a model and then realize later that you never needed that staircase or you didn't like it.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
485
151
Alternatively, you could just use flip symmetry in your map instead of mirroring it. (Flip symmetry is better anyways, because if you get autobalanced on a mirrored map, you need to get used to a flipped version of what the layout was before)

Can you explain? Flip symmetry is like harvest maps, while mirror maps is like viaduct, correct?

I'd rather keep it mirrored, because theres a very unusual structure, and duplicating it would make it stupid.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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I think in this case flip symmetry is rotational symmetry; so yeah, like Viaduct.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
This thread is so confusing.

Viaduct is mirrored symmetry, or flipped symmetry, whatever you want to call it. Not rotational.

Harvest and such are rotational symmetry, the other half has been spun around 180 degrees rather than mirrored.