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

Reply via email to