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Hollowing out cylinders?


GCrusher23

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Ehh... bad way to do it. First, don't use subtract to create a door. Ever. :)

 

Second, the best way to do it is as follows... create the two rooms you wish to link and make square openings in each the size of the tube.

 

Create a bevel in one corner of the tube and invert its matrix so that the texture points inward. Then create an inverted bevel endcap to fit the curved hole to the square opening. Then duplicate that bevel/endcap/endcap and copy it to the other three corners.

 

Done.

 

:)

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why not subtract a square beush through a square wall, subtraction will give you four or three brushes just like you would need to link the two rooms

 

also you can't subtract from patch meshes

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Ack! Don't use cgs subtract. Never! Everything that can be done with cgs subtract can also be done in different ways and a lot more efficient (clipping, vertex editing and so on). Plus cgs subtract is leading to such nasty things like longer compile times, sparklies, more tris, more overdraw, more fillrate ... less fps.

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Clipper: Select one (or more brushes), hit X, define two (or three) points with the clipper tool and hit ENTER. The brush(es) will be cut along the defined plane. For splitting try SHIFT+ENTER.

 

By the way, the clipper won't cut patches (cylinders and stuff) either.

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I too would advise avoiding CSG subtract, just because its a bad habit to get into. There are times when it is harmless (flat wall, square door). There are times when it CAN be useful, but most time it is very very VERY bad.

 

Try this to see what I mean if you are curious.

 

1. Set grid to 4.

 

2. Create a brush, any depth but MAKE SURE THAT WHEN VIEWED FROM THE TOP (the xy view) IT'S A SQUARE. To keep it simple make it big, say 128 units by 128 or 256 by 256.

 

3. Click brush>8 sided. If its not facing up, flip it. Why 8 sided? well I've found it's best to work in factors of 2 in ALL THINGS, the reason here would be better explained by someone who is better at geometry than me. For now just know that with 8 sides the angles will be simple (increments of 45 degrees) and the verticies (corners) will STAY ON THE GRID. this is absolutly essential for further manipularions of the brush (Adding a door, what ever) Rule 1,2,3 and 4 in mapping as far as I'm concerned is STICK TO THE GRID.

 

4. press space to copy the brush

 

5. Move your new brush so it is in exactly the same place as the old one and select selection>scale... then put a value of 0.5 in the x and y boxes, then hit OK. Why 0.5? well it's easy for this tutorial, but in general when scaling I try to use values that are errr divisions of 2 of 1 err.... OK so I haven't math for a long time, I mean use 1/2 1/4 3/4 1/8 3/8 5/8 etc. or in decimals 0.5 0.25 0.75 0.125 0.375 0.625 etc. you will find that your shapes will more likely have verticies that ALIGN TO THE GRID this way.

 

6. Now you should have 2 brushes, a small octagon that is selected within a larger octagon that is not. If you want to see why CSG subtract is bad, try it now: Selection>CSG>CSG subract. Yuck, try putting a door in that. If you want to see REALLY nasty follow these instructions with a 9 or 11 sided brush

 

The next part of this did not go acording to plan. Try it if you want but I'm no tutorial writter and you might have problems...

 

7. OK now the nice way, undo that last evil operation (ctrl+z) LEAVE THE SMALL OGTAGON WHERE IT IS, press escape to de-select it, then select the big one, now select the clipper (x) and to make life easier bring up the verticies (v) now if you see that the verticies are BETWEEN the grid points, do not fret, just switch to grid 2 (2) and you should be fine.

 

8. click ON a vetex, EXATLY ON a vertex, in the xy view, zoom if you need to (delete) now click on THE EXACT OPPOSITE vertex, if you aren't sure which one is opposite, count 4 verticies round the ogtagon. If you miss a vertex hit x to deselect the clipper and x again to reselect it and try again.

 

8. Once you have a blue dot with the number 1 sitting ON one vertex and a blue dot with the number 2 sitting ON the opposite vertex hit SHIFT+ENTER if you just hit enter you will delete 1/2 you octagon, and we don't want that.

 

9. Do this again with the next vertex along, and again and again. 4 times in total.You should end up with something that looks like 8 triangles put together to make an octagon. If you messed up it will look funky, and some of the brushes won't be triangles Use undo (ctrl+z) and go back till it looks ok and try again. when it's right you'll know, it will look neat.

 

10. press escape to deselect everthing, now select the small ogtagon, As it's IN the other brushes this will be tough, try ALT+SHIFT+Lclick, while pointing at the small octagon, a couple times, or select it in the 3D view.

 

11. now selection>CSG>CSGsubtract. Now MAYBE this worked for you, it has for me before, but trying it out while I was writting this messed it up. You could try resizing/clipping the outer brushes, but if that beyond you try this:

 

12. Ctrl+z to undo horrible CSG subtract. Select one triangle and use the clipper (x) ALONG THE LINE YOU CAN SEE MADE BY THE SMALL OCTAGON. Ese SHIFT+ENTER. As long as you haven't moved the small octagon at all it should be dead center, if its not probably best to start again :(:p

 

13. do this with all the triangles.

 

14. delete all the caca in the center

 

15. err voila!

 

OK if you managed to follow that all through you probably didn't need this tutorial at all. At the very least though even a begginer should realize from this that:

 

CSG SUBTRACT = BAD.

 

I also gave a few mapping tips that I hope will be useful to anyone who reads this.

 

err... yea

 

err...

 

(to self: god that was bad, what do I know about mapping? god that was bad... :ball: )

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