Curved ramps

Discussion in 'Mapping Questions & Discussion' started by Blinx, Sep 17, 2016.

  1. Blinx

    Blinx L69: Deviant Member

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    So I want to make a curved ramp, this method does work to a degree but it is soul cripplingly tedious, so I'm trying a different method which involves moving vertices on a stepped arch, the problem with this method is due to how Hammer proxy triangulates and how the compiler triangulates, in short, they do it differently, and so what you see in Hammer is different to what it appears in game.

    [​IMG]
    How 2 different curved ramps appear in hammer.
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    [​IMG]
    How they appear in-game.

    So does anyone know a way around this? To enforce consistency between Hammer's proxy triangulation and the compilers? Because that's the crux of the problem.
     
  2. Blinx

    Blinx L69: Deviant Member

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  3. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    You can also simply cut each brush from corner to corner so that each one is two triangles. This avoids breaking the faces and is near indistinguishable from the displacement method.
     
  4. Blinx

    Blinx L69: Deviant Member

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    I did try this as well actually, it requires some weird post cutting vertex manipulation and it's a little bumpy but it's workable. Probably the best curved ramp this method is going to give.

    [​IMG] [​IMG]
     
  5. Blade x64

    aa Blade x64 Logical insanity

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    To begin with, what you see in Hammer isn't correct. Save the map, close it, and load it again. You'll notice that it now breaks itself like it does in-game.

    The issue is the brush geometry: you can't have non-flat faces, even for faces turned into displacements. Curved ramps require non-flat faces. Many have done the splitting method you've done before, but the issue with it is that it's painfully apparent when both looking at and walking over how simple it is.

    [​IMG]

    It's the fastest way to get a ramp represented, but it scales terribly. If you want them to be more smooth, it'll become a very ugly mess of brushwork which will quickly end up taking more work than the displacements. It's also a pain in the ass to get textures aligned correctly with the split brushes and eats up your brush count.

    If you want a ramp that both looks great and doesn't make your view bob up and down, you'll have to use the subdivision method or model it. I'd love for there to be a faster way, but I have no reason to believe there is a way aside from outside programs.

    Might be tedious, but it's very much worth it. Just look at this, I've even got the edge beams beveled. Try doing that with brushwork.

    [​IMG]
     
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  6. Blinx

    Blinx L69: Deviant Member

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    A problem I have with this method is this:

    [​IMG]
    [​IMG]
    When creating the sides of the ramp, the displacements bulge towards the inner side of the curve, am I doing something wrong?
     
  7. Blade x64

    aa Blade x64 Logical insanity

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    You'll have to send me the vmf with the steps intact or show the process of what you're doing so I can figure out the issue.
     
  8. Blinx

    Blinx L69: Deviant Member

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    Found the problem nvm, the problem was actually in the horizontal faces, I wasn't keeping the adjacent faces the same width on either side.

    Thanks for the guide btw, really interesting. Love the effect.
     
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