How do you create circular slopes like this?

Discussion in 'Mapping Questions & Discussion' started by Sailaser, Jun 27, 2017.

  1. Sailaser

    Sailaser L1: Registered

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    I'm making a slope with a block railing to wrap around a cylinder, but I can't seem to find the right height with the arch tool, as when I put the height in, it goes higher than how high I want it to go and it looks like stair steps.

    Here's the reference (what I want the slope to look like):

    20170627134701_1.jpg
     
  2. MaccyF

    aa MaccyF Notoriously Unreliable

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  3. Sailaser

    Sailaser L1: Registered

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  4. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Using displacements has the nice benefit that you can't make a invalid brush by accident. However, it's also a ton of work for something rather small.
    A faster method is to make an arch, just as shown in the guide.
    Now, instead of making multiple arches and displacing them and all that, we instead use the clipping tool :clippingtool: and cut each piece up into 2 triangles. It might be required to use the "solids" selection method, as you otherwise might end up cutting several pieces at once.
    [​IMG]
    And this was pretty much already the hardest part. Now we just grab the vertex tool :vertexmanip: and shift everything upwards. I like to do this by selecting big chunks like this
    [​IMG]
    and then moving my cursor to one of the other views and pressing the 'arrow up' key.
    [​IMG]
    Repeat this and you end up with this
    [​IMG]

    Extra info
    The reason we cut up the brushes into triangles is because we would be creating invalid solids. What makes a solid valid/invalid? The rules are as follows:
    1. A brush must be convex. (can't make a hole from a single brush)
    2. Every surface must be planar. (perfectly flat)
    If we simply moved the vertices up without cutting the brushes, we would be breaking the second rule as the top and bottom surface would no longer be flat. You simply couldn't place all 4 vertices on one plane. However, a triangle is always planar, no matter what.

    It is also obvious that the more pieces the arch is made of, the smoother it will be. However, once you start using a very large amount of pieces you might as well switch to the displacement method, especially because it increases the number of vertices not just radially. Hard to explain what I mean by that.
     
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  5. Sailaser

    Sailaser L1: Registered

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    @Tumbolisu Pressing the up arrow keys just makes moves my grid up.
     
  6. Nicky

    aa Nicky Lets try something new!

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    Go into Tools > Options, then on the 2D Grids tab, check "arrow keys nudge".
     
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  7. worMatty

    aa worMatty Repacking Evangelist

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  8. 404UNF

    404UNF No longer a "TF2 Beta/Cut Content Historian".

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    If you get into complex curves, you may find that upon saving and reloading the map, the precise locations of vertexes is lost. It's an age-old bug in Hammer.

    Check out this custom Hammer program created by CRASH FORT called "HammerPatch" that completely fixes the loss of precision brush vertexes.

    It may (or may not) be useful to you, but I saw complex round shapes and figured I should toss this in here just in case.

    https://facepunch.com/showthread.php?t=1563348