Takeoffyouhoser Posted May 27, 2002 Share Posted May 27, 2002 in my Sp map, the imperial outpost is powered by a geo-thermal reactor that sits in the middle of a huge pit cut out of the rock. To make this reactor look right, i need to have pipes coming to and fro. my question is how do i bend pipe to curve...like 90 degrees. Also while i am here...how about light. i want this area to be dark, but lit by lights along the metal grated walkway. What is a good value for the main cavern ??? Link to comment Share on other sites More sharing options...
simarilius Posted May 27, 2002 Share Posted May 27, 2002 cant help you with the light value but this should help you with the bendy pipes: http://planetquake.com/bubba/bc1.html Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted May 28, 2002 Author Share Posted May 28, 2002 thanks! Link to comment Share on other sites More sharing options...
UniKorn Posted May 28, 2002 Share Posted May 28, 2002 You can use the bend tool "press b" for that as well, but you will get cleaner results by moving the verteces. Link to comment Share on other sites More sharing options...
DigitalVapor Posted June 2, 2002 Share Posted June 2, 2002 I just gave up on curves and patches alltogether. I tried making railings that follow the curve of an endcap and got nothing but mistakes and program crashes. if I had an internet connection on my JK2 computer, i'd turn some of my maps over to someone else to do the curved railings and such, but unfourtunately, My computer has been cut off from the rest of the world temporarily (and its a very very loooong temporary) Link to comment Share on other sites More sharing options...
UniKorn Posted June 2, 2002 Share Posted June 2, 2002 Keep playing with the curves, in the end you'll get the hang of it, and then it becomes real easy Link to comment Share on other sites More sharing options...
patchx Posted June 2, 2002 Share Posted June 2, 2002 hey unikorn when u say bend with the vertices do u mean you use the bend tool and then make it look a bit smoother by messing with the vertices or do u do the whole bend with the vertices? cause my bends look crap -patch Link to comment Share on other sites More sharing options...
Pseudopath Posted June 3, 2002 Share Posted June 3, 2002 I am part way through you Tavion map, which is very good btw, and I noticed you had soldi brushes and not "patches" that you had bent, can you tell me which command you used to do that? Thanks. - Pseudopath. Link to comment Share on other sites More sharing options...
patchx Posted June 4, 2002 Share Posted June 4, 2002 the only things i bent were cylinders and endcaps what do u mean by sodli brush? -patch Link to comment Share on other sites More sharing options...
Pseudopath Posted June 6, 2002 Share Posted June 6, 2002 before you get to the club, there is an area that needs a key and the door to that is surrounded by a "curved" brush, not a pipe. How do you do it? Thanks. - Pseudopath. Link to comment Share on other sites More sharing options...
Hubris Posted June 7, 2002 Share Posted June 7, 2002 The best tip I have is to always, always keep your grid as high as humanly possible when working with meshes and curves and tweaking the vertices. The higher you have it the easier it is to move about, as a rule of thumb I never go below 16, (and even then I tend to stay at 32) when playing with meshes. Anything beyond that is a serious headache if you're lining up multiple meshes or snapping them to the rest of your level. That's a general rule of thumb period anyway, but with meshes it's particularly important. To address the light issue, no one will know unless you post screenshots of your radiant or the game itself. What I'd recommend doing is copying your structural brushes (Walls and floor/ceiling) as well as any large detail brushes making a new map and play with it in that so you get your light strength right with fast compiles. And he means solid, not soldi. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.