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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Need help clipping a cylinder
dunkemdeep
General Member
Since: Jan 20, 2008
Posts: 85
Last: Jul 19, 2008
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Level 3
Category: CoD4 MP Mapping
Posted: Monday, Jan. 21, 2008 11:24 pm
hello
I have created a wall and a cylinder. The cylinder is going to be a tunnel and so I hollowed it out. I have placed the cylinder against the outside face of the wall. Now I want to cut the section of wall out to the shape of the tunnel.
I tried using the clipper tool but I can only get it to work on the grid lines and not the inner lines of the cylinder.
please any help would be appreciated.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD4 MP Mapping
Posted: Monday, Jan. 21, 2008 11:35 pm
How did you make the inside of the tube? A picture might be helpful here.

Have you tried putting the grid to its finest settings?
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoD4 MP Mapping
Posted: Monday, Jan. 21, 2008 11:36 pm
theres a few ways

clipping an aproximation, just back clipping the points closest to the vertexes of the cylinder - chances are you won't notice the difference in game

using long cuts - set the grid to lowest possible, and starting the cut far away from the edge of the cylinder, moving the clipping points until they line up. Kinda like the pic below, but it takes more time for accuracy (and i couldn't be bothered), - it's also bad if you're a stickler for caulking as this way obscures parts of a brush face



lastly, can try turning snap-to-grid off. This is the easiest, but it can cause lighting problems (at least with older CoDs)


Also, just clip one corner of the cylinder, like in the pic. You can just clone it and flip it about which will save a lot of hassle



Lastly, try making tunnels with patch meshes, or preferably terrain. They're better for organic tunnels, and easier to map textures to

edited on Jan. 21, 2008 06:48 pm by |DA|DarkDilbert
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
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Level 5
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 22, 2008 12:07 am
or at the very least use only brushes or only patches to make the tunnel. it is kindda hard to lign up patch with brush, unless you think or a "seam" between the two that will look ok and does not need to allign brush and patch.

and your question might be about how to make concave brush? only convexe brush are possible, you need to separate the brush in many smaller ones in order to have concave shapes.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 22, 2008 12:25 am
patch meshes terrible for terrain, as there's always a limit to how large and how distorted they can be (maybe they upped the patch planes limit in cod4, but it'll still be a lot of unneeded polygons), and theres always a chance they'll be corrupt - players can sometimes fall through patch cylinders and patch cones.

terrain meshes are easier to line up to brushes as you have direct control over every vertex, and you can get rid of the texture seams by using an blendable texture or decal on a small terrain mesh covering the seam
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dunkemdeep
General Member
Since: Jan 20, 2008
Posts: 85
Last: Jul 19, 2008
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Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 22, 2008 11:34 am
thanks I will see If I can master it later.
the way I created the cylinder was first I made a rectangular box then using arbitrary sided cylinder brush turned it into a 60 sided cylinder. Then used the hollow button to get the tunnel.
is this correct and best way to do this.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 22, 2008 12:03 pm
That way will work, but csg_hollow creates overlapping brushes, which could caise problems when it comes to texturing and lighting
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