Dreadlord Posted May 27, 2003 Share Posted May 27, 2003 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 Link to comment Share on other sites More sharing options...
wedge2211 Posted May 27, 2003 Share Posted May 27, 2003 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. Link to comment Share on other sites More sharing options...
Dreadlord Posted May 27, 2003 Author Share Posted May 27, 2003 Woot! Thanks man! :) I've just started mapping - so I suspect I'll be here a lot begging for help Link to comment Share on other sites More sharing options...
Dreadlord Posted May 27, 2003 Author Share Posted May 27, 2003 Having discovered that I'm a moron apparently, (at least I got the dome in), I need to know how to cut an opening in it...I tried the standard cut, but it just made the dang thing not work at all... Link to comment Share on other sites More sharing options...
wedge2211 Posted May 27, 2003 Share Posted May 27, 2003 Unfortunately, you can't cut a hole in curves (patches). The best you can do is drag the vertices around, which can usually get you close to what you want...it takes a lot of playing around to get the hang of, though. Link to comment Share on other sites More sharing options...
Dreadlord Posted May 27, 2003 Author Share Posted May 27, 2003 Dang....Maybe I'll just make a patch deform and have the sides be a rectangle of glass with a domed top... Link to comment Share on other sites More sharing options...
Karshaddii Posted June 3, 2003 Share Posted June 3, 2003 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. ; ) Link to comment Share on other sites More sharing options...
Kengo Posted June 3, 2003 Share Posted June 3, 2003 Think yourself truely fortunate to have recieved help from Karshaddii from beyond the grave Deadlord! Nice to see you in spectural form man Link to comment Share on other sites More sharing options...
wedge2211 Posted June 3, 2003 Share Posted June 3, 2003 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. Link to comment Share on other sites More sharing options...
aazell Posted June 4, 2003 Share Posted June 4, 2003 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 Link to comment Share on other sites More sharing options...
Leslie Judge Posted June 4, 2003 Share Posted June 4, 2003 Of course you can make another dome which will be the outside, textured from the outside. Link to comment Share on other sites More sharing options...
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