Architecture Detail 4

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Architecture Detail 4

Postby Tutorial on Tue Jul 05, 2005 10:01 pm

Adding Architectural Details to Otherwise Boring Rooms

Part 4, Pillars


This is not so much a tutorial, but more a guide to adding detail, and hopefully helps get your creative juices going so you can create your own variety and style. Let’s get started.

Pillars

Pillars are great. There a good way of sprucing up a room relatively cheaply. Even simple rectangular blocks can make a good pillars, but in this guide, I’m going to show you some more complex (so to speak) examples. Don’t forget there are pillar props available to use, as well, but making our own is more fun. So lets start with a rounded pillar.

Rounded Pillars

Alright, I presume you’ve got your room and everything set up already, so go ahead and make a 32x32 block where you want your pillar to be. Make sure it stretches from floor to ceiling. This is our guide for the pillar; we won’t see this in the final result. Next, enclose this guide cube with 4 more blocks:

Image

Next create a cylinder that is double the size of the gap for your corner, cut it into quarters and move them to each corner, A la screenshot:

Image

and that’s the curved pillar! There you have it. A nice, simple curved pillar that defiantly looks better than a square one! In the example, I used an 8 sided cylinder, which is not really ideal. I would suggest a 12 sided cylinder for your corners.

Image

Other Examples
Now a round pillar may not fit in with you’re geometry in your level, so here’s a few more examples I whipped up to get you’re creative juices flowing.

ImageImage

Image

As you can see, the only limit is your imagination.

Notes
• If you have a funny shaped pillar that the player could get snagged on, remember to enclose it in the player_clip texture.
• I shouldn’t have to say this by now, but func_detail your pillars! (Or blink will forcefully stick his big penis in your arse. I’m not joking. It's huge.)

Next Time: False Ceilings.

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Postby Spartan on Tue Jul 05, 2005 10:40 pm

I thought we already had a thread on architecture. How many more of these things do you plan to make? I know people create tutorials to help others but some of these getting made seem pointless.
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Postby Spas12 on Tue Jul 05, 2005 10:49 pm

Just look at my 2 architecture tutorials, they explain a lot of what you can do for architecture.

This is also a good idea, but I think you should just package them into 1 tutorial.
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Postby matteh on Wed Jul 06, 2005 9:44 am

Spartan wrote:I thought we already had a thread on architecture.

Yeah, but those dont show you how to implement it.

Spartan wrote: How many more of these things do you plan to make? I know people create tutorials to help others but some of these getting made seem pointless.


Just because there not helping you, doesnt mean there not helping someone else.
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Postby ZenMunky on Wed Jul 06, 2005 10:17 am

Ive been enjoying this little series actually, Ive even reworked one of the rooms in my map last night to incoporate some nice pillars supporting the control room.

Nice to come on and get some ideas...
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Postby ishbog on Wed Jul 06, 2005 10:52 am

yeh, these are decent for remembering basic things you dont think of that spark up levels.

HOWEVER:

the way some of these things are shown and implemented are in the worst form. ie, the rounded pillar uses way too many brushes! all you need is to take one brush, clip each edge twice, and use the vertex tool to round it. this way, you only have one func_detail instead of 8.
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Postby zombie@computer on Wed Jul 06, 2005 2:39 pm

even though that shouldnt matter unless you area nearing the max_map_brushes
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Postby StixNStonz on Thu Jul 07, 2005 9:45 pm

well it definitely matters. Especially to the people who need these tutorials, since they wouldnt have the knowledge to texture those 42 unseen faces with nodraw. With one brush, there would only be 2 unseen faces.
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Postby zombie@computer on Fri Jul 08, 2005 7:10 am

detail brushes, as world brushes do, clip each others faces away, so if anyone would make the pillar hollow there would be 4 extra faces, and if he wouldnt not even one
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Postby StixNStonz on Fri Jul 08, 2005 7:41 am

zombie@computer wrote:detail brushes, as world brushes do, clip each others faces away


ahh, so only their visible sides are drawn? learn somethin new every day :D
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Postby GMOT on Thu Oct 13, 2005 2:29 pm

How do you cut the cylindar in pieces?
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Postby mike-o on Thu Oct 13, 2005 2:37 pm

clip / vertex manipulation tool
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Postby GMOT on Thu Oct 13, 2005 2:50 pm

Thanks
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Postby hP on Wed Apr 12, 2006 12:18 am

I'm loving you'r tuts man... please, keep on making them! :P

PS. who da fuck is blink ? lol
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Postby p1nkfl0yd1an on Wed Apr 12, 2006 12:28 am

hP wrote:PS. who da fuck is blink ? lol


lolz
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