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- In this video I will demonstrate a technique for creating octagonal rooms on the grid.
- With the block tool selected (shift-B), select Primiteves from Categories, And Cylinder from objects.
- Ensure you have an 8 showing underneath the objectt selection for an 8-sided cylinder.
- This cylinder will be a guide fro the brushes we're about to lay down.
- I want to create multiple rooms per level in this structure, so I'm going to make it a healthy 1536
- units across.
- Now the problem with this is that he resulting cylinder doesn't have any linse that are straight along
- grid edges!
- So, transform (ctrl-m) to fix that. Rotate it along the Z by 22.5 degrees. (360 divided by 8 = 45
- degrees per side, 45 divided by 2 = 22.5 since we want to rotate by half a side)
- Cool, now we have sides that are straight lines along X and Z! But the edges aren't on the grid, so
- let's scale it up a bit
- Now it's ime to lower the grid size. I've been working with 256 so far.
- Okay now with a grid of 64, the points look like they're on the grid!
- DO NOT BE FOOLED!!! it is impossible for he points on the grid with this method thus far!
- So what I do is "wiggle" the corners into place, snapping each vertex so that I am posive they are on
- this grid.
- derp daderp...
- I do the last one twice because I am mildy retarded.
- Excitement! This will be the floor and ceiling for the room.
- Back to the block tool, let's start making a wall. 32 sounds okay for an outer wall, right?
- Oh well, whatever the thickness is, you can use this technique for all 45 degree angles!
- Hit enter to create the block...
- With the wall selected, shift-drag to create a duplicate
- 1:25
- shift-v to use the most powerful brushing tool in Hammer, Vertix Manipulate
- click on each vertex point and move them into place to create the 45 degree wall
- This is the way I used to finishe walls like this, until I read in a pro interview on nodraw.net about
- angles
- IMPORTANT CONCEPT:
- a wall along an axis that is 4 squares deep is equivalent to a wall diagonal to an axis that is 3
- squares deep
- writes this down in your copy book
- we have some intersecting brushes here, which is bad! faces on the top and bottom of the intersecting
- brushes will flicker as they fight for z-sort dominance (this is ugly)
- so I just vertex manipulate the intersecting points to the intersection of the two sides, and all
- potential conflict is resolved peacefully and without bloodshed
- I make the other side of this brush symmetrical, and the northern wall has been made!
- shift-drag the wall to duplicate what will be the south wall, then click on the brush until there's a
- circle outside each corner of the selection rectangle.
- click one of the circles and rotae the brush 180 degress. (If you haven't already, Default to 15
- degree rotations in the hammer 2d views options!)
- snap that sucker into playce like THAT then ctrl-click the north wall to select both, THEN shift-drag
- to copy both of them!!!
- I SHOULD HAVE DONE PASTE SPECIAL BUT I REALLY LIKE SHIFT DRAGGING
- snap the east and west walls into place.
- now the only thing wrong with the diagonal wall is its southwestern side is clipping into the west
- wall >:(!!!
- pressing shift-x multiple times will cycle clipping modes. The section highlighted in red will be
- removed.
- I could have done that just as easily wih vertex manipulation, but I wanted to show a bsic clip!
- here I'm just duplicating and rotating the diagonal as before
- Opposite sides at once!
- nnngg....
- ta-da! there, you have an 8-sided room.
- and on a grid of 16 no less!
- I have no idea what I'm doing here.
- time to scale down the big vertex-manipulaed cylinder down to the floor.
- floors and cielings, thy're basically the same in the end
- to finish this tutoriall off I'm going to cut a door into one of these side walls.
- I'm going to assume that every side is going to either have a doorway, or a window with it's top the
- same height as one.
- So, I'm going to clip all of the sides at a height just above the players.
- 96 is a good minimum height for doorways; it's not too close or far from the top of the player's head,
- and there's just enough room to place a teleporter in
- whooooAAAaaA it's 3-D!
- select the brush to clip a door into.
- I slip and hit shift-v for VM instead of shift-x for clipping! I am pretty bad at this
- clippy clippy clippy
- I'm clipping at a right angle to the wall's diagonal, and using the x that marks the center of the
- brush as a guide to make the 2 clips even with each other.
- be sure to hit shift-x until neither side is red, then hit enter to perform the clip.
- select the doorway brush. You can either delete it, or make it into an areaportal as shown here. (if
- you make it into an areaportal you must do this with all doors/windows!)
- click the texture brows button and type areaporal in the "filter" bar. double click the areaportal
- texture, and click the apply texture button.
- apply texture looks like his!
- click ToEntity or press ctrl-m to tie it to an entity, and type func_areaporal in its Class textbar.
- or click to autocomplete
- hit apply a nd BAM the areaportal is functioning! This tells the game engine to visually seal the
- sides of the areaportal, and now things won't be renderd on the opposite side unless they can be seen
- through the areaportal.
- welp that's all I recorded this time! I hope this helps some people. Get used to stayingon the grid
- without making everything with 90 degree angles!
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