Circular Room?

Discussion in 'Mapping Questions & Discussion' started by noodleboy347, Aug 26, 2009.

  1. noodleboy347

    noodleboy347 L1: Registered

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    I'm trying to make a circular room, with walls, but I have no idea how to do that. I can make the floor circular, I just don't have a clue on the walls. Any help? :p
     
  2. TracerDX

    TracerDX L3: Member

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    Quickest Way
    1. Make a cylinder the size/sides of the room you want + (wall thickness * 2).
    2. Right click it in 2D view and select Make Hollow
    3. Enter a reasonable value for the wall thickness
    4. Hit Ok
    This results in a rather messy but functional set of brushes to achieve your goal. Good luck editing it without causing leaks though.

    Pro Way
    1. Create a cylinder for the floor
    2. Vertex edit it (Top View) so its points are on the nearest grid point. (At least at 1 grid unit, preferably at something like 16 or 32. An unperfect but large cylinder will not be noticeable to the player)
    3. Clone it for a ceiling (CTRL+Drag)
    4. Create a block for each side and vertex edit it to line up with each side of the floor/ceiling
    This method allows you precise control of brush placement, which will come in handy when creating doors for this room, if any.
     
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    Last edited: Aug 26, 2009
  3. noodleboy347

    noodleboy347 L1: Registered

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    Thanks for the quick response!
     
  4. Owlruler

    Owlruler L12: Fabulous Member

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    Even easier is the 'arch' tool. When making a brush, look to the right or hammer and you should see this panel.

    [​IMG]

    Click on the arrow and select 'arch'.

    [​IMG]

    Then work like you normally would, covering the entire circular area with the white box. Then hit enter. You should see this menu.

    [​IMG]

    Fiddle with the settings until you get what you want, set the number of sides to the same as you floor/ceiling and don't go over the top, ie 4000000 sides. After 24 sides, there's not much difference. Another advantage of the arch tool is that it always snaps to grid so no need to worry about that (unless you re-size it).
     
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    Last edited: Aug 26, 2009
  5. Open Blade

    Open Blade L7: Fancy Member

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    I would do it just how Owlruler showed, but depending on what's around the room, I would make square walls around the room and then func_detail all the walls that are part of the circle. It will optimize much better. But, you may want to view the circular room from the outside so then it wouldn't work. But if you are only going to see the inside of the round room, I would func it and use squared walls around it.
     
  6. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    what this^ dude says is good advice
    personaly, I like to make these by hand with some vertex editing. it's so muh easier to get everything straight that way (...well at least for me).
     
  7. FlavorRage

    FlavorRage L4: Comfortable Member

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    :carve:






















    ......MUAHAHAHAHAHAHAHA
     
  8. The Political Gamer

    aa The Political Gamer

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    [​IMG]
     
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  9. FlavorRage

    FlavorRage L4: Comfortable Member

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    We need an evil grin emote.

    ......>:3



    EDIT: Do you have an alarm that goes off every time someone posts :carve:?


    Because if you do.....


    :carve::carve::carve::carve::carve::carve: :carve::carve::carve::carve::carve::carve:
     
  10. Mick-a-nator

    aa Mick-a-nator

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    :O:facepalm:

    /me dies a little inside...


    Oh but Owl has the right idea
     
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  11. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

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    Go :carve: yourself :cursing:



    On-Topic: Do as owlruler said, but func_detail it and make a nodraw square-room around it, otherwise VVIS rages.
     
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  12. Garner

    Garner L4: Comfortable Member

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    The vertex editing a cylinder or the 360 degree "arch" are the best ways. Its more practical to use the vertex edit method if your adding connective passage ways onto your circular room, but this can be done with the arch method too, so whatever you feel comfortable with.

    Lastly, the carve tool originated from Satan apparently, so beware.