Cone Dome

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Cone Dome

Postby Tutorial on Fri Aug 11, 2006 10:58 pm

This tutorial will explain on how to make a cone-based dome using a spike brush, if done right, it can be used for many useful things, like a giant exploding flack shell, and more. These can be optimized easily and can be very good looking in your maps, as eye candy and such.

The first thing we are going to do is create a spike with atleast 22 sides, you want this thing to look realistic, if you want, shoot for 32 sides, that is the highest hammer lets you go. Make the spike rather tall, so it is slightly skinny, but not needle thin, here is a pic of what you want it to look like:

Image

Notice the player start entity, this is to give you a idea of the size mine is, the bigger, the more work, but dont make it too small or it will be harder to scale. I like them big, cause they look nicer. So far you should have the spike as shown above. The next thing we will do is get out our clipping tool, we are going to clip this into multiple sections, 20 units each section, paralell to the base of the spike.
(See what I mean by not making it too large?)

You can make a cube that is 20x20x20 units in volume to help measure. Make sure to make your grid smaller to make the measuring easier. Go ahead and cut your spike into multiple sections of 20 units, do NOT worry if your last section cannot be cut cause it isnt even 20 units, or is like 1-3 units larger than 20. You wont be doing anything to it anyway. Here is what it should now look like:

Image

This is the boring part, select every section except the very bottom one, the base that is. What you are going to do now is use the "front" or "side" view and you are going to scale all the sections BUT the bottom one at once, pulling the tip the the top of the section below it, like so:

Image

(The red lines are where it WAS, the blue lines are where it now IS)

Remember that too, you need to rely on the red line/ blue line rule, so you can follow my tutorial easily.

Now, once you have done this, you will de-select the the second bottom and very bottom sections you currently have selected. Then you will again pull the rest of the sections down just like we just did in the last picture above, by making the point end at the top of the section under it.


To make it clearer, I'll post a picture of what it should now look like:

Image

(Not much of a difference, eh?)


Just repeat that until you get your desired shape, below is a chart of the steps, this should actually make things easier. (Also tells how to optimize it)

Here is the chart of the steps:

1. Make a cylinder, 22+ sides, rather tall, slightly skinny, not needle thin

2. Cut it horizontally into multiple sections of 20 units, STARTING FROM THE TOP. Don't fear of the last section at the bottom being smaller than 20 units, or a few units larger.

3. Select all sections But the very bottom section.

4. Look in the front or side view in hammer editor, and pull the selected sections DOWN towards the bottom section, matching the tip of the top section with the top of the section under it.

5. De-select the second bottom and very bottom sections *of the currently selected sections** and repeat number 4.

6. Repeat numbers 4-5 until you get your desired shape.

7. *optimizing* Don't make your new cone-shaped dome have displacement, or it may not appear right. Select every face within the dome and assign it's texture to the nodraw texture. This will make each face inside the dome NOT render and will save alot of compile time and make the dome not lag, this also makes it look right if you want a glass dome, so you don't have a ton of faces that you can see inside it.

8. *your choice* You may tie this newly formed and optimized brush to any entity, depending on what the entity does. If you are just using it for eye candy, and it is just a structure in your map, tie it to func_detail, this will help optimize even more.


Here is what it should now look like:

Image

(Your shape may look different, depending on you you wanted it)

To make the dome shorter, just select every section but the bottom and scale downwards some, not too much or the edge at which the bottom and second bottom sections meet will be too much and it wont look right, like this:

Image

Hope you find this useful, and I hope no one has already submitted this. Enjoy.

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Postby ShortStuf on Sun Nov 19, 2006 5:32 am

:!:

Just to set the record straight, I posted this months ago on two other forums/sites. Step-for-step, exactly like this one, leading me to believe you stole the exact process. Though I must compliment you on your presentation of the process and much more thorough explaination, I did in fact post this at a much previous date. Credit for this process should be added where it is due.

Proof:

Date: June 28, 2006, two months previous to this tutorial posting
And for those of you who have been following the map's progress and have been trying to figure out how to do the sphereless, 32 sided dome at the front, here it is:

1.) Make a 32 sided spike(cone).
2.) Stretch it decently long(tip to base).
3.) Clip it about 20 units down(depending on magnitude of spike) from the tip parallel to the base.
4.) Clip it again 20 or so more units down further, also parallel to the base.
5.) Continue that process until the entire thing is clipped into sections of about equal lengths.
6.) Select all except the base section.
7.) Looking at the object from the side, stretch the selected pieces(all at once) towards the base. So the tip lines up with the next clipped section's previous position.
8.) Select all except the first two closest to the base, repeat step 7.
9.) Repeat steps 7 and 8 until the entire object has been molded this way and voila! You have a 32 sided, sphereless dome! (Works great for planes!)


From:
http://forums.facepunchstudios.com/show ... ost2006137

More proof:

Same text as quoted above on another site.
Date: June 2006, two months before posting of this tutorial.

http://www.fpsbanana.com/maps/13658


All I am requesting from this is that all applicable credit is given to the true creator of this process, me, ShortStuf7. Thanks.
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Postby Apollo on Sun Nov 19, 2006 5:34 am

:o :shock: :shock: :shock: :shock: :o

That's just as bad as stealing maps!
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Postby Shr3d on Sun Nov 19, 2006 6:27 am

Facepunchstudios sucks, anything created there should be sent to the fiery pits of hell.
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Postby ShortStuf on Sun Nov 19, 2006 7:06 am

Shr3d wrote:Facepunchstudios sucks, anything created there should be sent to the fiery pits of hell.


Not all stuff there is bad. Some of it made by some of the better mappers there, such as myself are actually quite good. Though yes, most of the maps there are absolutely horrid that doesn't disprove my statement.
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Postby Shr3d on Sun Nov 19, 2006 8:47 am

ShortStuf wrote:
Shr3d wrote:Facepunchstudios sucks, anything created there should be sent to the fiery pits of hell.


Not all stuff there is bad. Some of it made by some of the better mappers there, such as myself are actually quite good. Though yes, most of the maps there are absolutely horrid that doesn't disprove my statement.


No offence but nobody will convince me facepunch is good. It is full of children who make box maps.

The forum motto should be
"It is not what you want created, it is what you bitch about so it is created"
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Postby Blink on Mon Nov 20, 2006 12:56 am

ShortStuf wrote::!:

Just to set the record straight, I posted this months ago on two other forums/sites. Step-for-step, exactly like this one, leading me to believe you stole the exact process. Though I must compliment you on your presentation of the process and much more thorough explaination, I did in fact post this at a much previous date. Credit for this process should be added where it is due.

Proof:

Date: June 28, 2006, two months previous to this tutorial posting
And for those of you who have been following the map's progress and have been trying to figure out how to do the sphereless, 32 sided dome at the front, here it is:

1.) Make a 32 sided spike(cone).
2.) Stretch it decently long(tip to base).
3.) Clip it about 20 units down(depending on magnitude of spike) from the tip parallel to the base.
4.) Clip it again 20 or so more units down further, also parallel to the base.
5.) Continue that process until the entire thing is clipped into sections of about equal lengths.
6.) Select all except the base section.
7.) Looking at the object from the side, stretch the selected pieces(all at once) towards the base. So the tip lines up with the next clipped section's previous position.
8.) Select all except the first two closest to the base, repeat step 7.
9.) Repeat steps 7 and 8 until the entire object has been molded this way and voila! You have a 32 sided, sphereless dome! (Works great for planes!)


From:
http://forums.facepunchstudios.com/show ... ost2006137

More proof:

Same text as quoted above on another site.
Date: June 2006, two months before posting of this tutorial.

http://www.fpsbanana.com/maps/13658


All I am requesting from this is that all applicable credit is given to the true creator of this process, me, ShortStuf7. Thanks.


Excuse me but you are talking rubbish there.

He hasn't copied you at all, he has written in his own words how to achieve something that you wrote a useless text list for.

Just because you wrote about the process (barely) some months ago doesn't mean no one else on the internet can present the process in their own words.

Please apply some sense next time.

Thanks.
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Postby Persol on Mon Nov 20, 2006 1:25 am

I've figured out that if you cut slices of ham and cheese and put it on bread, it forms a good meal.

Today I went and found out the damn deli down the street stol emy idea.
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