Cylinder Breaking

Discussion in 'Mapping Questions & Discussion' started by LolCakeLazors, Apr 18, 2010.

  1. LolCakeLazors

    LolCakeLazors L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    I would like to make a map that has a cylinder in the middle with rings. (Rings with smaller rings in the middle.. Every 30 seconds or so , one by one, an outer ring would break until all that is standing is the cylinder that is in the middle of these rings. Would this be possible? I need help making the rings, I'm fine with the cylinder.

    Here's a picture I drew of my concept.
    [​IMG]

    EDIT: Got the rings to work, carving tool is awesome :D
    Now time for the breaking rings...
     
    Last edited: Apr 18, 2010
  2. Mr.Late

    Mr.Late L7: Fancy Member

    Messages:
    408
    Positive Ratings:
    151
    What you want to do is possible. You just need some kind of timer entity and func_breakables. To make a ring you need to make an arch.
     
    • Thanks Thanks x 1
  3. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    I recommend that you don't use carve as it will often create invalid solids and inefficient brushwork. Other tools, such as the arch primitive, will work much better.

    What you can do for breaking is use a logic_timer for each ring, tie each to a func_breakable, and then have the timers send the Break output to their respective rings.
     
    • Thanks Thanks x 1
  4. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    NO! Bad dog, no cookie! Use the "arch" brush to make the rings. Carving cylinders creates a needlessly complicated shape that's hard to work with and is bad on performance.

    EDIT: I see I was ninja'd. People here have a sixth sense about the carve tool.
     
    • Thanks Thanks x 1
  5. LolCakeLazors

    LolCakeLazors L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Ahh, thanks for telling me to use the arch tool.

    Just one question though, is it possible to "fit" these pieces together so they line up but DON'T TOUCH? The materials seem to collide with each other when they are exactly lined up with each other.

    [​IMG]
     
  6. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    You mean the two misaligned wood textures on the left? You can fix that by opening the texture tool, clicking one of the two brushes, and alt+right clicking on the other.
     
  7. LolCakeLazors

    LolCakeLazors L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    No I meant the arch on the right to connect to the other piece of wood on the left.
     
  8. honorum646

    honorum646 L6: Sharp Member

    Messages:
    335
    Positive Ratings:
    66
    He's trying to make the cylinders line up seamlessly.
     
  9. megawac

    megawac L4: Comfortable Member

    Messages:
    180
    Positive Ratings:
    29
    Use the vertex tool :vertextool: to shift your current vertex's away from where you dont want them.
     
  10. Tehrasha

    Tehrasha L3: Member

    Messages:
    115
    Positive Ratings:
    26
    Step 1. Create cylinder with n sides and a diameter of x. (center)
    Step 2. Create 360 arch with n sides, thickness of y, and diameter of x+2y. (ring)
    Step 3. Repeat step 2 as needed, increasing the diameters by double double the thickness plus the previous diameter as needed.
    Step 4. Put each ring into its own visigroup to make editing easy later.

    Cylinder and arches will mesh up perfectly with no gaps.
    Do NOT stretch or scale afterwords... vertexes will go all wonky.
    Do the math, do it right the first time.
     
  11. LolCakeLazors

    LolCakeLazors L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Thank you all!

    Now last, question: Is it possible to limit players to only pyros with triggers without using plugins?