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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Patch/Primitives/Square Cylinder
rEdrUmMDK
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Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 5, 2006 01:12 am
When adding Rows or Columns to a Square Cylinder they always are added to the same section. Does anyone know how to insert Rows or Columns to another face of the square cylinder?
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Foxhound
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Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 5, 2006 02:03 am
Can you not rotate your cylinder and then add the columns?

I thought you could do it that way.

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rEdrUmMDK
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Posted: Tuesday, Dec. 5, 2006 03:27 am
I had tried that before and it still puts the new vertices in the same section.
Thanks Fox.
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hansgrubber
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Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 5, 2006 03:33 am
Usally add vertices does one side and insert vertices does the
other side at least for terrain patches anyway.
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rEdrUmMDK
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Posted: Tuesday, Dec. 5, 2006 02:34 pm
A square cylinder is just like a square brush but you can add Vertice points. The only problem is I can't figure out how to add them where I want them since there are 6 sides to the square cylinder.

For instance you want to make a curved wall and you need both sides with the same amount of vertice points.

Stryder you got any input on this.

Thanks
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rEdrUmMDK
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Posted: Friday, Dec. 8, 2006 04:15 pm
Since I can't get this issue resolved it looks like the Patches will have to go. I was really wanting to have the railway part of the bunker with a radius. I can't get rid of the outside light bleeding through at the top and bottom on the outside walls.
If I stick a standard brush in there the light goes away. Patches that are thickened allow outside light to leak in. Even the square cylinder does not block it.
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FlesyM
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Since: Jul 24, 2005
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Category: CoD2 MP Mapping
Posted: Monday, Dec. 11, 2006 05:13 am
have you tried simulating a curve using many brushes, basically making a cut where patch vertices would be, thus drawing a curve out of brushes ...

when adding rows or columns to your cylinders, have you tried hitting patch/matrix/redisperse ? not sure if that work with cylinders, but it does with standard patches. it still adds to the same section, but redisperse them evenly.

also when the light bleeds, you can always hide a structural brush inside a detail or patch. beside, you'll need to do that if you want to portal said building.
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Schis
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Since: Apr 22, 2004
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Category: CoD2 MP Mapping
Posted: Monday, Dec. 11, 2006 10:44 am
Regarding the square cylinder question.

The cylinder(square) will be made up of 3 meshes top, bottom and side.
ie the side is one mesh bent in 3 places to make the square.

When adding vertices they will be added between the last two vertices to the left or right of the patch depending on inserting or adding. Therefore if you are trying to add vertices to the "side" of the box there will be two faces of the box that the vertices will not be added to.

Just read that through and its about as clear as mud but its the easiest way i can think to explain it.

To make your curved wall make the one side out of the mesh with the vertices where you want them and then "thicken" the patch to the desired width this will then give you the other side of the wall with matching vertices. Have seams ticked and it will also add a top, bottom, and ends that also match vertices.

Rogue (Schis)
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rEdrUmMDK
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Posted: Monday, Dec. 11, 2006 03:44 pm
Thanks for the info guys. Been through that many times.
What I have finally decided to do on the side in question is go ahead and build a structure off that radiused wall that the light is bleeding through at the top and bottom. Once I built out from the radiused wall (patches) with standard brushes the light from outside is blocked for now. Don't know what will happen when lights are added to the new structure.
I did find a neat function that is caused with Shift+L. This changes all textures to little gray and white squares and helps to size and line up textures. Texturing patches can get very complicated in trying to line up everything.

Thanks again.
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rEdrUmMDK
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Posted: Thursday, Dec. 14, 2006 08:18 pm
After trying many things to get this to look right I decided to take FlesyM's advice on making the walls out of brushes. This actually is working better. I built the radiused wall out of about 8 or so brushes, moving the with the R applied then went back and clipped and adjusted. Lots easier to texture than the patch also. On play testing I saw no seams with is great.

Rebuilding the radiused walls for the tunnels also gave me the opportunity to expand the tunnels for the train cars since I beleive they were to narrow for the catwalks and loading platforms.

Thanks guys for the advice.








FlesyM
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