C U R V E S |
Curves can create beautiful architecture and deadly framerates. From here on this page is almost an exact copy of Alvar Jansson's tutorial for quake3mods.net, alvar@home.se I used most of his exact words and all of his screenshots. I know I said that I would make my own, but I was kind of short on time so I just copied, pasted, and cleaned up this tutorial a bit. Why should I rewrite it when it is in it's most perfect form to start with? Again, Sorry Alvar, but the point of this is so that people can learn, after all I learned from quake3mods.net. We have all seen the "trademark" of q3, the curved surfaces, they are everywhere, and adds a little extra to the gaming experience. They can also be used to create organic shapes (mouth in q3dm1) that was completely impossible before.
Phew, that's it now, let's get going. To start with we have two rooms and a fairly wide corridor. The corridor looks kind of blocky and boring, so we are going to use a curved surface to make a nice hallway.
Now
we will create an endcap.
Unfortunately an unpleasant bug in q3r makes it impossible to create an endcap in other than the xy- plane, therefore, we are first going to turn our brush 90 degrees on the x axis. to do this press the rotate x button
now make the brush an endcap by clicking curve|endcap. Return the endcap to its correct position by pressing the x-rotate-button 3 more times. the arch should now sit nicely in the ceiling. If it looks like a lot of textured wires from below, use the cap|matrix|invert command The thing should now look something like this
Well,
that was the easy part, now we are going to enter som of q3r's more byggy
functions. You might think that I am doing strange and unpractical things,
but I do them to work around the bugs.
Now
comes the really fun part, the textures. select a cap, this is easy if you
alt-shift-click a couple of times on the cap, unitl it is the only thing
selected. the arch should not be selected, and assign them a texture, you
might want the same texture as on the walls. press curve/cap/cycle cap
texture (shortcut Strl+Shift+N. ICQ might want to use these keys to put a
post-it note on your screen) until you can see the texture on the cap if
the texture isn't aligned nicely now, w have to align it manually.
now push the arrows beside the numbers in the shift-boxes. as you can see, the texture moves a little bit, move the texture around until it fits. repeat on the other cap. Now select the arch. press 's' and then, in the "patch" group, press the "natural" button. this will make the texture bend over the arch in a good-looking way.
isn't that nice? There is some work left to do though. behind curves there should always be the caulk texture. So we'll cut up the walls supporting the arch _exactly_ by the edge of the arch using the clip function. select the brushes touching the arch's sides. Press the clip button (or press X) now place out 2 clip points (blue dots with numbers on them) in a horizontal line by the edge of the cap (look at the below screenshot)
As
you can see it looks like the lower parts of the brushes has disappeared.
Fear not though but press shift-enter, this will split the brush in two.
Now we are going to hide the patches so that we can se the underlying
surfaces. To do this uncheck to view|Show|show cruves. the patches are now
invisible.
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