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Glass Dome - How?


Dreadlord

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I'm currently working on a map - my first. I'm having some difficulty, though - I want to have a glass domed dueling area, but for the life of me, I can't figure out how to do the dome. Any help would be much appreciated...

 

Dreadly

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1. Create a cylinder the diameter of your dome. It should be half as high as it is wide for a perfect half-sphere. Texture it with glass (if it's going to be visible from above and below, texture it with glass_reflective_double-sided).

 

2. Enter vertex-edit mode (V). Drag all the top vertices to the exact center of the cylinder fromt he side views.

 

3. In a side view, select all the middle row of vertices (drag-select) and move them all straight up until they're even with the top vertices. There you go.

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Unfortunately, texturing patch meshes with transparent or translucent shaders will display the wireframe for the patch mesh. I ran across this problem when working on The Temple of Fire and Ice. You have to stiKk with brushes for curvacture glass.

 

And yes, I'm dead--so don't ask me if I'm back. ; )

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Originally posted by Karshaddii

Unfortunately, texturing patch meshes with transparent or translucent shaders will display the wireframe for the patch mesh. I ran across this problem when working on The Temple of Fire and Ice. You have to stiKk with brushes for curvacture glass.

 

And yes, I'm dead--so don't ask me if I'm back. ; )

 

You can put transparent shaders on patches...I've done it before, I submit Tal Erulanei as evidence. :p

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I've made a glass dome before.

 

Just create a cone and move the vertex at the point of the cone to where you want it. Then texture with the glass shader.

 

Then get the surface inspector up while the dome brush is highlighted and click on the natural button then click ok.

 

It's not rocket science!

 

The only problem is that you can't be running around above the glass dome as you'll see the mesh lines. you can only texture curve on one side don't you know!

 

Why bother with cylinders and patch meshes. Far too complex and the end result is pretty much the same.

 

your all weird

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