Turbine-styled Corners

Discussion in 'Mapping Questions & Discussion' started by Grizzly Berry, Mar 21, 2011.

  1. Grizzly Berry

    aa Grizzly Berry

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    I searched a bit around the forums and couldn't really find a topic like this, so I apologize if I overlooked something.

    I'm trying to create rounded corners as seen in Turbine:

    [​IMG]

    For now, the best way I've found to do this is to create a square and cut sections off and then re-align the vertices. Is this a big no-no or the correct way to do it?

    [​IMG]

    Thanks guys. Really appreciate it.
     
  2. Grizzly Berry

    aa Grizzly Berry

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    Heck of an idea. Haha. Thanks.

    Edit: The link in this topic isn't working for me for some reason. :\ http://forums.tf2maps.net/showthread.php?t=5952

    Any other suggestions?
     
    Last edited: Mar 21, 2011
  3. Leminnes

    aa Leminnes

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    I haven't done round corners like that in a while, but the way I used to do it was similar to your method, except I made a cylinder first to use as a guide for the clipping. I'd place it over the cube and then clip around the cylinder. No idea if this is the most efficient method, but it works as far as I can tell.
     
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  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    the way you are doing it right now is alright but you want to make sure you make that brush a func_detail or else you might have some problems
     
  5. Grizzly Berry

    aa Grizzly Berry

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    Alright, thanks guys. I'm not quite to the point where I'm going to start working on corners yet, but I just wanted to know so I wouldn't have to wait when I got there. If anyone else has another method, feel free to chime in. :)
     
  6. Mr. Wimples

    Mr. Wimples L6: Sharp Member

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    1. Make cylinder
    2. Cut like a pie
    3. Place your cut piece on corner
    4. ????
    5. Profit

    Or just go ahead and do what Lemmines said. Works either way, my way will save you time when hammering, Lemmines way will save you a fraction of a millisecond while compiling.

    Also, I personally wouldn't use the vertex tool because it screws with textures.
     
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  7. Trotim

    aa Trotim

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    wat

    this right here, just put a nodraw triangle inside that rounded corner and you should be ok
     
  8. Grizzly Berry

    aa Grizzly Berry

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    I feel like such a newb but...How do you create a cylinder? Haha.
     
  9. REEJ

    REEJ L7: Fancy Member

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    Displacement plus nodraw behind :O

    Brush tool has a "prefabs" menu, it's somewhere to the right
     
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  10. Leminnes

    aa Leminnes

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    I don't think that's at all what he said.
     
  11. Terr

    aa Terr Cranky Coder

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    Another thing to look at would be the curved corners in both teams' sewer zones in 2fort.

    Not necessarily because it's a good example, but because IIRC it shows you some of the pitfalls of lightmap levels and trying to blend func_detail with normal brushes.
     
  12. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I've noted the vertex tool does screw with textures, but it only happens when I'm doing some screwy with the vertex tool.
     
  13. Rexy

    aa Rexy The Kwisatz Haderach

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    Here's a trick I learned way back in the wee days of CS:S:

    Edit:
    Come on dropbox...work with me here...
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Dropbox is down... or isn't working wtih images... I'm having issues with it too.

    EDIT: Now its working!....

    Just make sure that when you do that subdivision, you add a nodraw texture behind it (not through it) and seal it with with the other walls. Displacements don't seal a map.
     
  15. Rexy

    aa Rexy The Kwisatz Haderach

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    Harrr...you're so impatient. Works now.
     
  16. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Thats pretty clever Rexy.
     
  17. Grizzly Berry

    aa Grizzly Berry

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    So is this the way you'd recommend? Would it be best to do them all this way in the long run?
     
  18. Rexy

    aa Rexy The Kwisatz Haderach

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    Up to you. A cylinder primitive with a pie cut out and smoothing, as suggested by Mr. Wimples, or the example from turbine works fine too. I just happen to like result of the subdivided brushes myself. And you can do it with any variation of size. Just don't try to stretch it to fit another space, they have to be built custom for each space you want to put them in.
     
  19. Grizzly Berry

    aa Grizzly Berry

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    Alright, thanks. I'll give both methods a try and see which one I like the best. Thanks again everyone!
     
  20. Pocket

    aa Pocket func_croc

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    Funny thing; I loaded up Turbine myself to see what's what, and not only are the curves brushwork, they're not func_detailed. So I have no idea how those corners are supposedly optimized. (There are no hint brushes around either, though they might just be missing from the decompile or something.)