Do what Timothy said, and work by slope. Rotating always throws your points off-grid. In one map I'm working on, I have an arched tunnel with a 1:22 slope, with level rooms connected on the sides, and everything is on the grid. It's not hard if you practice at it.
On Thu, Jul 29, 2010 at 11:18 AM, Patrick Shelley <sidest...@gmail.com>wrote: > Take buildings on a street with a 30degree incline..... > > If you built it all on a 90deg plane and then rotate i all (the street and > buildings), it all totally totally looks pish. > > On Thu, Jul 29, 2010 at 4:09 PM, Timothy Johnson <timoth...@live.co.uk > >wrote: > > > > > 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 > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers