Debris

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Debris

Postby Tutorial on Wed Mar 16, 2005 12:36 am

Debris

Introduction

Right, i have been seeing a lot of rather ugly looking debris lately, most of the time just one or two brushes with a single clip applied, nothing special. So in this tutorial i am going to go through how to make good looking brush debris with using the clip tool, func_detail, displacements and props

Step 1: Your Wall

Right first make a wall, I'm going to start with a low height wall, so its nothing special really, ill apply one clip to it to show what mappers are doing these days for a wrecked looking wall

Image

Incredible isn’t it, 2 seconds work, but using my tutorial we are going to end up with something like this...

Image

Much better, also an advantage of this method is that its great fun and very simple to do with a little bit of effort, you can get some really nice looking busted walls out of it.

Anyhoo, take your wall and select the clip tool.

Right so take your wall, select the clip tool and draw a line across your wall, then press Shift + X so both sides of your clip are white, then press enter

Image

This should split your brush into 2 different sections, now do the same again, just go crazy with the clip tool until you have something that looks like this...

Image

Now go crazy with deleting clipped sections so it looks all roughed up like this

Image

What I like to do is go around the edge with the face selector and texture it with concrete/concretefloor007 texture.

Now for the most important part, select all that part of the wall and tie it (ctrl+T) to a func_detail, this should make compile times much faster than if you didn’t tie it to a func_detail (refer to zombie@computer's optimising tutorial in his sig to find out more, go on, its really good)

Step 2: Displacements

Now for this part I am assuming you are already familiar with how to use displacements, if not click here for a tutorial on displacement mapping.
Anyways, create a small displacement underneath the ground, again I use the concrete/concretefloor007 texture for it and use it to make a representation of a pile of rubble...

Image

See, not much to this section, now its time to move along and use some models to add some finishing touches...

Step 3: Modelling Time
Right, now you have a busted wall and some displacements, but it still doesn’t look quite right, so place down a prop static and take a gander over the props_debris folder, there is a huge amount of useful models to use for a wall, mostly rebars to stick out or the walls (my personal favourite anyway).
So add a few of these around, sticking out of walls, its all about creativity this part is so it looks good, just don’t go too over the top with the models and you can have a good looking wall in no time, like this...

Image

So there you have it, now I expect to see some good looking battered walls, no more of this half assed 1 clip brush kind of thing, I want to see rebars, displacements and fire :twisted:

Happy Mapping!

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Postby Zeta on Wed Mar 16, 2005 3:00 am

This is a REALLY messy way of doing this. You method splits the brush faces in an extremely bad way - similar to the result of carving a cylinder through a wall.

A much cleaner way would be to first clip the brush into smaller square brushes then progresively 'chip' away at them with the clip tool - making sure the points at the end of each cut line up on the grid.
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Postby Zeta on Wed Mar 16, 2005 3:25 am

Better way : Image

See how the cuts line up neatly on the grid this way.


When using this technique - any squares you do not clip into should be replaced with larger brushes eg: in this example - all the un-clipped brushes could be made in to larger, more economic ones, as indicated by the green lines.

Image



Example of the extreme (not nesisscarily benefital when it gets this complicated.) : Image


Also, remember to make the whole stucture a func_detail.
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Postby YokaI on Wed Mar 16, 2005 4:03 am

I think ive just had a heart attack :shock:

Cutting that much CANNOT help the framerate buddy. or even help it compile right.

and why is the last image not working buddy?

NVM just noticed your second post was actualy better. how about a mod delets the first post... that gave me a near death experience lol
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Postby Serever on Wed Mar 16, 2005 5:04 am

yea, i almost screamed when i saw that first method. second one looks alright tho. nice.
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Postby wiggle987 on Wed Mar 16, 2005 7:35 am

YokaI wrote:I think ive just had a heart attack :shock:

Cutting that much CANNOT help the framerate buddy. or even help it compile right.

and why is the last image not working buddy?

NVM just noticed your second post was actualy better. how about a mod delets the first post... that gave me a near death experience lol


Wiggle987 wrote:select all that part of the wall and tie it (ctrl+T) to a func_detail
Image
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Postby Serever on Wed Mar 16, 2005 9:59 am

even if you tie that thing to a func_detail, thats still a bastard load of faces there.
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Postby BaRRaKID on Wed Mar 16, 2005 10:54 am

func_detail won't help you in this situation... that's a very messy brush work. anyway it's a good tut, you just have to be carefull with the way you clip the brushs
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Postby 9f1062f623f9 on Wed Mar 16, 2005 11:25 am

Zeta's description is certainly the method I, and many other people use and it's certainly the more versatile way of doing something like this.
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Postby Blink on Wed Mar 16, 2005 11:54 am

lol, never even noticed Wiggles way, when you read this mate do you mind re-doing your pics.
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Postby wiggle987 on Wed Mar 16, 2005 12:58 pm

but i dont like doing it zetas way tbh :?
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Postby 9f1062f623f9 on Wed Mar 16, 2005 1:02 pm

wiggle987 wrote:but i dont like doing it zetas way tbh :?


It's the mroe efficient, clean and logical way of doing it though. I don''t see why you would object to it.
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Postby wiggle987 on Wed Mar 16, 2005 1:04 pm

ill give it a go but im still using my methods for my maps, although it isnt near and tidy i havent encountered any problems with the method yet
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Postby Kremator on Wed Mar 16, 2005 1:54 pm

I just LOVE making holes in walls :-D
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Postby zombie@computer on Wed Mar 16, 2005 2:33 pm

as I already mentioned in my tutorial, tidy up after carving.
Image
this really doesnt take a long time once your used to vertex manipulation and it save so much recourses it must be illegal
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