Rounded Pipes

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Rounded Pipes

Postby Tutorial on Mon Mar 07, 2005 6:01 pm

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General Half-Life 2/Architecture

description
Using the Torus tool you can create rounded pipes from brushes, also explains how to optimise them.

keywords
rounded pipes, round, pipes, curved, torus tool, torus, tool, brushes, brush, pipe.

Thankfully models aren’t the only way to have curved pipes in your map, they can now be made with world brushes. This is useful if the models don’t fit the bill, which they rarely do.

A few things to bare in mind, Source isn’t keen on world brushes so when we make the curves you must remember to make the whole thing covered in the nodraw texture and then texture the outside with your chosen texture. Also make the pipe a func_detail. These few steps halved the filesize of a .bsp with the pipe as all world brushes.

The first thing to do is to create two cylinders to connect, they need to be at right angles and also an equal amount of squares in distance apart. This helps stop errors and makes the pipes look neater.

Image

Now select the Torus tool from the primitives menu and drag a box from the outside edge of each pipe so that it performs a perfect square like the below:

Image

When you hit Enter it will bring up a menu like the below:

Image

There are two sections, the top part is the front view of the pipe and the bottom box is the top.

Cross-Section Settings

Wall Width: Set this to a fairly low number, the pipe will work better if there is a slight hole in the center, it doesn’t matter how big as the inside will have nodraw on it so it won’t cost you any resources.

Number of Sides: Match this to the number of sides on your main pipe.

Arc: Make this 360

Start Angle: This is fine as 0

Cross section radius: Now this is how we determine the width of the pipe bend to match the main pipe. If you look at my pipe in the image you can see it is 4 grid squares wide, so you need to make this value 8 as it halves it. If the pipe was 2 grid squares then the value would be 4 and so on.

Rotation sides: This is how smooth you want your pipe bend to be. Remember that if it’s a small curve then lower sides are needed as it will look out of shape and most probably have errors. For larger bends feel free to up the amount a bit to provide some smoothness.

Rotation Arc: Normally 90 for pipe bends but you can use 180 for big curves or just use two 90-degree pipe bends.

Rotation Start Angle and height can be left as 0

Once you have done this hit OK and it will create the bend. You will notice that it seems to be squashed flat. There is no way to stop this as far as I know but dragging and stretching the pipe up into position works fine in all the pipes I have made.

So there you have the newly created pipe:

Image

If you created it using nodraw texture then you can now just texture the outside, if you didn’t (like me) then just choose the nodraw texture now and select the pipe bend, then use the apply texture to all faces tool and texture the outside like so:

Image

Again make sure you func_detail the brush as well and you should be good to go

(If you make the centre of the pipe large enough you can also adapt this method to creating pipes that you can walk in, like sewers for example)

Image


Related:
Example Map

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Postby Grim Reaper on Thu May 26, 2005 7:05 am

Do you create the pipe with the cylinder tool then, because it doesnt look like a pipe.
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Postby Grim Reaper on Thu May 26, 2005 5:30 pm

Ok i tried the example map, and i tried creating it with cylinder, but doesnt look like that mate.
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Postby Blink on Thu May 26, 2005 6:06 pm

Well then yoiu're obviously doing it wrong, what do you want me to say?
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Postby Grim Reaper on Thu May 26, 2005 7:13 pm

Well all i do is select cylinder from the list and it defitnely doent look like that.
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Postby Blink on Thu May 26, 2005 7:14 pm

The Torus tool is the actual bend, the cylinders are what it joins.
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Postby -|Dizmas|- on Thu May 26, 2005 9:24 pm

Also, maybe you can set the angle for the texture to match the angle for each section of the pipe. It might take a little time, but with some geometry knowledge, it could be done, might make it look better if the texture bends with the pipe.
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Postby Grim Reaper on Fri May 27, 2005 6:29 pm

Ok i think ive got it but how do i make it smooth like a pipe.
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Postby RaccoonKing on Thu Jun 02, 2005 12:03 pm

That's really cool. I did something horribly wrong when I went to apply the texture though. (I wasn't as clear on that part)

I started it with NoDraw.
Selected all 3 pipes with the Select tool and ctrl+click.
Opened the Texture Editor, and selected metalpipe009a. Hit apply. I told it to treat them all as one.
I compiled and ran and it hung indefinitely on PortalFlow. Any idea why?

Thank you.

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Postby Cmpfreak88 on Wed Jul 27, 2005 9:03 am

To make the pipe look more like a pipe increase the number of faces. That should make it look rounder.
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Postby Blink on Wed Jul 27, 2005 9:14 am

RaccoonKing wrote:That's really cool. I did something horribly wrong when I went to apply the texture though. (I wasn't as clear on that part)

I started it with NoDraw.
Selected all 3 pipes with the Select tool and ctrl+click.
Opened the Texture Editor, and selected metalpipe009a. Hit apply. I told it to treat them all as one.
I compiled and ran and it hung indefinitely on PortalFlow. Any idea why?

Thank you.

--RK


Apply the nodraw to the whole brush, and only the metal texture to the outside faces. And make it func_detail
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Postby ts2do on Mon Sep 05, 2005 10:29 pm

Using displacements it is possible to achieve a smoother curve
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Postby Blink on Mon Sep 05, 2005 10:59 pm

Indeed, but not helpful if you want to walk in them also.

Of course you are meant to use a model, but this was just a trick with the torus tool way back.
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Postby quezako on Sat Jan 28, 2006 12:05 am

How do you create pipes from displacement tool?
Is it less FPS cost then torus/cylinder?
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Postby Fiddler1972 on Thu Jul 12, 2007 7:18 am

If you read the tutorial on how to make round pipes with the displacement tool just reverse how you do it to make a pipe you can walk inside of.

Reverse your thinking...

Pipe = 1 brush with the outside faces displaced/subdivided.

Inside pipe = 4 brushes built around an empty space the size of the pipes interior.

Select the 4 inside faces of the brushes then displace/subdivide.

More info? Maybe I'll make a tutorial.
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