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Arches & Curves ::
Dr ABAP
-------------------------------------------------------------------------------
These tutorials assume you are already familiar
with SDK (MOHRadient) or similar and know how to create
a basic room with a light (Basic room tutorial &
Basic lights tutorial). But if not dont worry,
this should help build your knowledge. Its also
assumed that you have read the documentation that was
released with the Editor.
I cannot take full credit for this tutorial Ive
adapted this from my GTK days, but cannot think who
the original author was . Sorry to that genius!
The design is basically the same, however, it took a
bit of working out in MOHRad, like everything else.
For this tutorial I have created a room
(hollow box) with the dimensions of (approx: 512 x 512
x 512), its up to you! Ive also added a
light and player start point.
Theres a couple of ways to create an arch (using
the Bend Brush method), we are going to explore some
options in the CURVE. Now you can create a great looking
arch with Bevels and End Caps but this method has some
good advantages over them.
OK, we are going to make our arch! Like the one below.
So starting with your room, with the player start and
light. We are about to make a column to stand the arch
on. Make a brush about 2 x 4 and about 64 high, (see
below)
TIP : When creating brushes
always apply the CAULK Texture 1st, this tells the compiler
to omit drawing the face where the CAULK is assigned.
So any face you dont get to see in the world view
(brushes that touch and are hidden from view) will not
get drawn. Hence speeding your map up!! You then apply
the required textures to the faces that are seen.
Right, go to XZ Front view as per picture on right
(above), where going to do some Vertex editing! Press
the V key and LEFT CLICK and hold on the
bottom left green box, now drag it (snap) down two squares,
youll need to do this twice once for each corner.
(See below)
OK, press V again to turn off Vertex Snap
and then ESC to deselect the brush. We are now going
to apply a texture to the front face, back and sides,
we are going to leave the CAULK on the Top Face and
the newly created 45 degree angle face (why we aint
gonna see em once the brush is completed, so why draw
them?). Load up some textures, any will do.
TIP : To select individual
faces on a Brush use CTRL + SHIFT + LEFT CLICK
Once you have selected the faces apply your chosen
texture.
OK, now for the arch. Create another brush to sit on
top of the newly created brush about the same dimensions
only a light taller, say about 128. Apply the CAULK
texture (see below).
TIP : Save your map before
attempting bending or doing anything that might screw
up your map. You can reload it if you make a mess of
it I know I was that person!!
OK, to bend the brush we need to apply a Patch Primitive,
from the Curves menu select Primitives>Square Cylinder.
In you 2D view you should see the following.
Now you can Bend the Patch by using Vertex Snapping
(Key V), but we arent going to do
that. Well use Vertex snapping to finish off though
Ok, to start (but not yet!) we are going to Bend the
brush by using CTRL + B, this brings up a nice little
interface with some on screen instructions. Pretty self-explanatory.
Ensuring your in XZ View and that the brush is selected,
Press CTRL + B. You should now see the following.
The information window will be your guide, with a little
help from me. Ok, you can see the Pink dots, if you
press the TAB key you will see them move around the
possible Bend Axis. We want them in there original orientation
as seen in the image above, so press TAB until they
are back where you started. Press ENTER.
Ok see the next image.
Basically, you can change the rotation from the centre
or the Left and right point. The one In BLUE is the
point youre going to Bend from. We are going to
bend from the original point as above. So press ENTER.
This next image shows which side we are going to bend.
We want to bend the top portion of the brush so we
are going to press TAB, do so now.
The BLUE dots should be at the top now, see next image.
Now before we go on, I should point out that you could
add rows and columns to this Patch so you can be more
adventurous with your arches, Bends etc . Going
to the Curves Menu and selecting Insert/Delete can achieve
this. This is only a basic tutorial so Im not
going to mention them for now. You can experiment all
you like once you are happy with the basics.
OK then, press ENTER and note the next Info window.
I usually drag this out of the way whilst bending, so
I suggest you do the same so as its out of the
way.
Dont press ESC to clear the window, youll
have to go through the processes again!!!
No hold your Left mouse button down (whilst in the
2D View), and move it so that the Patch Bends like below.
OK, once you have got something looking like the above,
press ENTER. Then press V. We are going
to make it more authentic by using Vertex snapping.
You should now see the following.
This next bit can be tricky but once you get the idea
you can play with getting things right. We are going
to move the BLUE squares up from their current position
using the same equal spacing between the dots. Lets
go up by 3 squares, then move them back to the left
by 1 square. (See below)
OK, were almost there. Press V to
turn off Vertex Snapping. We need to apply a texture
to the patch. Whilst the brush is selected move your
mouse pointer into the 3D window and using your Middle
mouse button click it on the brush you applied the texture
too earlier. Thats the quick way to apply the
same texture to a brush. The problem we have with Bending
brushes is that, the texture doesnt always align
correctly so we need to do a bit of manipulation. Whilst
you still have the brush selected bring up the Surface
inspector by pressing the S key as below.
At the bottom of the Surface Inspector pop-up you will
se the button called NATURAL, press it. Then click on
Apply and OK.
Now I cant remember from GTKRadiant but capping
a Bend in MOHRad will cause a crash, but to be honest
applying a patch will not matter to us, as the end faces
will not be seen.
OK, we need to do the other side of the arch, to do
this all we need to do is make a Duplicate of the 2
brushes we have created. To do this select both brushes
by holding SHIFT + LEFT clicking on the brushes in the
3D view. Rotate them via the Z Axis and join them together
as below.
OK, use all views to ensure the brushes are all aligned
correctly. We now need to put in the base for the window.
Create brush to span the gap and using Vertex Snapping
V fit the brush like so, use the CAULK texture.
OK, Apply the same texture to the ONLY visible faces
of the base brush. Thats it the arch is now complete
and Bending should be that much easier!! But hold on,
we need to do the surrounding wall!! Lets do it!!
OK, Ive filled in a few of the wall bits by simply
applying, brushes (using CAULK and applying textures
to VISIBLE faces only). Do not allow the thickness to
be the same as the Arch itself for the sandy coloured
wall, I only allow the trim to be the same thickness
(the trim uses the same texture as the arched window).
I just wanted to show you another trick and explain
something about fitting brushes and clipping. (See below)
OK, These brushes Ive added shouldnt pose
too much trouble to you. The next bit is to add the
brushes surrounding the arch. To do this we need to
use the Clipper Tool .
So for the clipped brushes! Create a brush like the
one below remember to make the thickness (width) less
than the arch but the same as the lower (sandy) wall,
and make the brush 64 high (see below)
You will also notice that the brush overlaps into the
arch, this is where the clipping comes into play. With
the brush selected, press the X key for
clipping and chop the brush with by placing the points
on the desired place on the brush. (See below)
Notice that sometimes the wrong side of the brush is
clipped!! To solve this use the TILDE key (this is actually
the @ key on my keyboard) next to the ENTER
Key. This flips the Clip. (see below for the result).
OK, apply your desired texture to the front and back
face. Ok, do the same to the top part of the wall using
the same sort of method (see below).
To finish of we need to select the two brushes we have
just created, and make them duplicates by pressing SPACE,
then flip them around their Z Axis(see below)
You should then align them accordingly. The final product
should something like this.
Ok, brush overlapping. The general rule of thumb is
you never over lap brushes. Brushes cannot coexist on
the same plane, although in most cases the map will
compile without a warning. When you see the two brushes
merge into each other there will be a shimmering effect.
However you can hide part of another brush inside another
brush, like we did with the top part of the wall. But
try to use CAULK on the hidden face wherever possible.
With time and patience you can create all sorts out
of bending brushes. I hope this has helped you understand
the principles and the basics
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