Question about geometry

Discussion in 'Mapping Questions & Discussion' started by LLamaBoy, Sep 11, 2008.

  1. LLamaBoy

    LLamaBoy L1: Registered

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    I'm starting to feel like a real idiot here... I have a problem with placing my ground and I'm not sure if there's a real solution for it in the form it is right now.

    Here's an image to illustrate:
    [​IMG]

    If it's not obvious, here's a simple diagram of the situation:

    Looking from top down, the corner numbers indicate the elevation level of the face corners, with 0 being the lowest.
    Code:
    ___0___3___
       |   |
       |   |
    ___3   3___
    
    Essentially, what I want to do (but don't think is possible) is place a brush in the empty space such that I can then apply a displacement onto it.
    I realise I could use 2 triangles, but that would make displacing impossible.
    The other alternative, I think, is to simply have all the brushes in a row the same, and then just apply the displacement appropriately for each area.

    I realise this is probably a simplistic problem for the majority of you, but I'd rather ask a stupid question and be sure of an answer than be ignorant of an easy solution :)
     
  2. eerieone

    aa eerieone

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  3. LLamaBoy

    LLamaBoy L1: Registered

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    Oh, I forgot to mention that... It was the first thing I tried. But using the vertex tool won't work, because (as I found out from some other posts here) all the vertices of a face need to be on the same plane; otherwise when you compile or reload the map, it gets "fixed" automatically, resulting in broken continuity and stepping.
     
  4. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Comparing the picture and your diagram, I'm not sure which empty space you are talking about. If simply deleting and re-creating that section of geometry is too much effort, displacements can be stretched into brush-faces without any negative effects. Obviously that's not something you wanna make a habit of, but it's ok if a couple things just don't line up the way you want.
     
  5. LLamaBoy

    LLamaBoy L1: Registered

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    Hm, I was afraid it would be a bit unclear...

    What I want to do is place a brush in the area between the 3 selected brush faces, so that it all links up into one continuous surface. The top left corner of the area has a lower Z coordinate than the other three corners. Is there any way to cover this area so that it is possible to apply a displacement on it, or should I redesign the geometry to be more uniform and emulate elevation with displacements?
     
  6. Shmitz

    aa Shmitz Old Hat

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    The vertex tool will work, you just have to edit the right brushes. Instead of trying to create something to fill the gap, take the two "straight" angled brushes you have, and drag their corners over to meet in the coner of your gap on the bottom right in the screenshot.
     
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  7. Dox

    Dox L8: Fancy Shmancy Member

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    Of those 3 highlighted brushes (ill call them (going left to right) A, B, and C)

    make 2 brushes, each one with 6 points (make a square brush like normal and cut it in half with the clip too) take the firs brush and vertex edit it so that its faces align with A and B. then take the second brush you made and connect 1 side to you first triangular brush and its other side to C.

    By splitting up the brush into 2 bushes you don't need to worry about planes facing themselves :)

    EDIT: or do what shmitz says, that works too

    Edited Edit: my way will make a hill and flatten the area in-between the threes, his way will make a crease going up to the top, but both work fine
     
    Last edited: Sep 11, 2008
  8. LLamaBoy

    LLamaBoy L1: Registered

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    Doh, I knew I was thick! It never even occured to me to vertex that way. It works perfect thanks, I won't forget this trick in a hurry.
     
  9. Sgt Frag

    Sgt Frag L14: Epic Member

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    I think Schmitz' way is best. Then everything lines up so the displacements can be sewn. Once the displacements are created you can make that hill area any shape you want.