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Postby wiggle987 on Wed Mar 16, 2005 4:03 pm

no carving involved but ill update it using zombie's technique
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Postby zombie@computer on Wed Mar 16, 2005 4:16 pm

yes the

...and your method is just as bad

fell off
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Postby mad_ferrit on Thu Mar 17, 2005 1:04 am

Wow a controvertial topic!!!

What about carving a square block into a wall, leave the square solid block in the window you have created and place a 32 sided cylinder inside of it. Carve the cylinder from the window block and delete it, then vertex each point into a random position until you are happy with the messed up hole you have created.

What do ya think about that as a method? If I didn't explain myself correctly I'll do it with some screenies tommorrow. Aint got Hammer on this PC!

Could be a pile of tosh tho!! :P
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Postby Jest@ on Thu Mar 17, 2005 1:14 am

mad_ferrit wrote:Carve the cylinder from the window block and delete it, then vertex each point into a random position until you are happy with the messed up hole you have created.


:shock:

*shudders*
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Postby YokaI on Thu Mar 17, 2005 2:51 am

mad_ferrit wrote:Carve the cylinder from the window block and delete it, then vertex each point into a random position until you are happy with the messed up hole you have created.


... ... ...

*has another heart attack*

*this time dies*
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Postby mad_ferrit on Thu Mar 17, 2005 9:22 am

:oops:


LMFAO! :-D
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Postby wiggle987 on Thu Mar 17, 2005 6:11 pm

mad_ferrit wrote:leave the square solid block in the window you have created and place a 32 sided cylinder inside of it. Carve the cylinder from the window block and delete it


better method, carve the 32 sided cylinder, scale it down a bit, give it a water texture, compile

happy cpu - killing :P
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Postby YokaI on Fri Mar 18, 2005 3:48 am

mad_ferrit wrote::oops:


LMFAO! :-D

lol your really did that to yourself
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Postby mad_ferrit on Mon Mar 21, 2005 2:45 pm

OK OK, There's no need for y'all to be so nasty!! :cry: I am still new to this and it was only a suggestion :roll: I know to keep my thoughts to myself next time.
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Postby Someth|ng W|cked on Thu Mar 24, 2005 7:50 am

Actually both of your methods are rediculously time consuming and not to mention very bad optimization, There is a way to get the exact same results with only a few brushes

Here is the best way i have found to make a destroyed wall, its very quick, simple and optimized

Just create a basic cube then copy/paste it and use clip and vertex manipulate totill you have the shapes you want, this whole process took me 3-5 minutes including compile time . . .

Keep in mind that you can have a brush with as many sides as you want as long as none of the points are concave so try to get the most out of each brush as possible with the clipping tool, yu can even use some displacements with noise and subdivisions inside of the broken wall for even more detailed destruction and another thing to keep in mind is that the info_player_T and info_player_CT do not use the proper bounding box so it is wize to use the info_player_start for scaling your objects because the info_player_start uses the actual bounding box that will is used ingame

Heres a pic showing the final product

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Postby Serever on Thu Mar 24, 2005 10:26 am

that looks pretty sick (meaning good)
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Postby Ark_Gamer on Tue Jan 10, 2006 7:44 pm

If it's a shitload of faces you're worried about, couldn't you texture everything that isn't visible with the nodraw texture?
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Postby manfly on Wed Feb 01, 2006 12:23 am

well the nodraw texture should solve the problem, combining the func_detail with the nodraw texture should make it compile fast enough. that method of carving in the pics is crazy... as in y would you do that! make 75% less cuts , then vertex manipulate so the edges are slanted not square. then add props, displacement. good to go. took me 10 minutes to make a decent prefab.
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Postby Kuma Kamu on Thu Feb 02, 2006 4:08 am

Yeah usually for rubble I just go for a vertex manipulated cube, carve out the brush I want, and then maybe add a prop or two to it.

The above method is good for absolute detail, however, if you just want plain rubble, just vertex manipulate a cube to your liking and carve your brush.
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