Re: Creating Curved Sloped Roads?

17
I'd suggest laying some blocks and taking our your trusty vertex tool.
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Once they're all sew-able, just select all the faces you want to edit and paint them as a group.

It may also be worthwhile to look at the VMF for Hydro, since it does contain a few roads and ledges of that rampy/switchback style.

Re: Creating Curved Sloped Roads?

19
Ok, I made a tutorial to show the right way to do this. Displacements are not good to use on ramps because they can't be sewn. Here's how to do it with brushes:
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Make an arch, roads are 256 units thick usually. I used 1024x1024, any power of 2 will be ok. My arch is made up of 32 brushes.
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Clip the arch in half.
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Clip every rectangular brush into triangles like so.
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Get out the vertex tool and select the first 2 points of the arch using the TOP view. You HAVE to drag and drop to make a box around each square, then hit enter to select it. Hold control to do this multiple times. If you don't do this, you will miss some points because more than 1 brush will have a corner lying on that point.
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Move the TOP 2 selected vertices down to where you want the ramp to start.
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Now find out how long the distance is between the top of the ramp and the bottom of the ramp is. Mine is 512. Divide that number by the the number of brushes your arch was made up of, in my case 32. 512/32=8. The number you get, in my case 8, is the distance between each level of brushes. Select the next 2 points and move them so they are 8 units above the first set (in my case, of course) The next pair of points will be 8 units above the previous as well, so they'll be 16 units above the start of the ramp. In the screen shot above, I've got 3 pairs of points done. Do all of them.
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Here's the finished ramp. To texture it, you'll have to do the rotations by hand for each face and then select them all and align them to the left. STOP CRYING AND POUNDING YOUR FISTS ON THE KEYBOARD, IT'S NOT THAT BAD. I textured and completed this scene while I was uploading the pictures for the tutorial:
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As you can see, lots o' potential for mountainous winding roads infested with yetis (yetis not shown in screenshot) Whatever you do, just MAKE SURE YOU TURN YOUR RAMPS INTO FUNC_DETAILS.

Re: Creating Curved Sloped Roads?

20
Corigami wrote:Displacements are not good to use on ramps because they can't be sewn.
What do you mean? What would prevent them from being sewn? I've got some dirt ramps that zig-zag up a wall, and they are plenty sewable. Sure, they have to be flat quad faces, while with a solid brush you need to use triangles to avoid invalid faces. However, that's not a problem since you accomplish the actual transitions via displacements anyway...
Last edited by Terr on Tue Oct 20, 2009 8:20 pm, edited 1 time in total.

Re: Creating Curved Sloped Roads?

26
Terr: Irregular roads usually should be displacements. Flat curved roads are a million times easier to make in twister than using the method I showed above. But the problem with ramps is that their two ends don't lie in the same plane. This means they can be sewn to a displacement on one end, but not the other.


Qwiggalo: Congratulations, internet sleuth. You're wrong. I compiled and took these screen shots, but I'm not going to waste any more time trying to convince you that your theory is wrong and my compiled, error-free map is right. Go ahead and decompile one of the HL2 coast maps and look at how valve made their ramp shaped roads.
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