It's good to use rise:run ratios for odd angles. It's pretty easy to do once 
you get the hang of it, working with 1:2, 1:3, 1:4, 2:3 ratios is simple once 
you get used to vertex manipulation. That is, your brush goes 2 units up then 3 
units along (from a top down view) to get a 2:3 rise:run. Then if you don't 
want the hassle of that, and aren't concerned about what you're making cutting 
vis you can use an instance, make it on grid then use the func_instance entity 
to rotate it to whatever angle you desire. Then you can always edit what you've 
made on-grid in the instance's .vmf and have it instantly updated and off-grid 
in the main .vmf. As long as you make everything in the instance a func_detail 
you really can go to town.
That isn't all instances are good for though, commonly reused elements, even 
lights. Because you can tell the func_instance to change every xx parameter in 
the instance you can use one instance vmf to have a light of a hundred 
different colours.
However, I doubt very much that nucleus was made with instances, More likely a 
lot of template cylinders. You can make circular geometry around template 
cylinders which you later delete or hide in a visgroup. Cylinders will always 
be on-grid so as long as you don't transform them in any way you can simply use 
the ratio on the edge you're working nearest.

> Date: Thu, 29 Jul 2010 10:51:27 -0400
> From: dbrig...@gmail.com
> To: hlmappers@list.valvesoftware.com
> Subject: [hlmappers] Working on an Odd Angle
> 
> I can easily work on 90 degree angles, and even 45 degress, building thing
> with brushes.  But how on earth do people work on any other angles?  There
> are some maps, like koth_Nucleus where big chunks of the map are built on a
> non 90, or 45, degree angle.  How can this be possible.  I've been mapping
> forever and can't even imagine how they are doing it.  I tried, and
> everything just turned into an unmanageable mess.  Anyone have any ideas, or
> tutorials I could refer to?
> 
> Thanks,
> Daryl "RenStrike" Brigner
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