I just checked out the Nucleus map and that's EXACTLY what they did there!
 I didn't even realize you could do something like that (3 down, 2 over)
kind of thing.  Very cool!  Thanks guys!

-Daryl "RenStrike" Brigner

On Thu, Jul 29, 2010 at 5:14 PM, Nathan West <lucret...@gmail.com> wrote:

> Agreed. It's very rare you have to work with actual angles; just use slopes
>
> On Thu, Jul 29, 2010 at 2:18 PM, Carl Foust <cfo...@gmail.com> wrote:
>
> > 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
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