So any official way to do good slanted roofs?

Discussion in 'Mapping Questions & Discussion' started by Zeppelinfreak, Aug 20, 2008.

  1. Zeppelinfreak

    Zeppelinfreak L1: Registered

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    Hi, this might be a stupid question but I was wondering whats the universal,quick, and easy way to make roofs on TF2. Roofs are usually always 2 slanted metal textured brushes of course. I had some ways to do them but they suck, so it would really be appreciated if someone told me how everyone usually does them. I don't want to get into specifics on my method but they sucked and I would rather not explain lol.
     
  2. YM

    aa YM LVL100 YM

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    I make a big block to be the basis of the roof and use the clipping tool to get the angle on it, then I make a new brush (4 units tall in almost all cases) starting at the middle ridge and expanded out to 16 units further than the edge of the building, then I vertex edit the outer end down so that it meets the first brush. I repeat the second part for the other side of the roof and then I'm done
     
  3. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    This is how I like to do my roofs:

    [​IMG]

    Making them is just a case of creating the brush that covers half of the roof, and sticks out a bit (16 units) at the shorter sides. I make it 4 units thick. Then Of course you skew/vertex manipulate it to be sloped. Then I create the sticky-out bit that goes on the end, and skew it 4 or 8 units. Finally, the two bits are cloned and flipped to form the other half of the roof.
     
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  4. Nineaxis

    aa Nineaxis Quack Doctor

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    4 units thick, ibeam texture on the sides.
     
  5. Laz

    Laz L7: Fancy Member

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    align the ibeam texture with the angle, and do it so only the rivets are visible, gives thebest effect.

    iBeam ... Apple is in the wrong business :p
     
  6. apocguy

    apocguy L2: Junior Member

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    Thanks for sharing that photo. I already know how to create roofs. However, those edges on your roof are nice looking, never thought of just slanting them.
     
  7. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    Note that screenshot was actually taken with Half-Life (1) textures. The others are right in saying that ibeam texture is the best one to use.
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    2 x 1 units is a good angle that keeps everything from getting too complicated. 2 units across and 1 up, this works in any scale, of course.
     
  9. Altaco

    Altaco L7: Fancy Member

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    Well, rather than angles, as posted on the Black Mesa Source blog, I've learned to use and think in ratios. 1:8, 1:7, 1:6, 1:5, 1:4, 1:3, 1:2, 2:3, any sort of combination works pretty well and you can get really close to anything you want to do, all the while keeping your brushes clean and staying on the grid.