Round room

skipper

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would any body be kind to do an tutorial on a basic round room, like officers etc any body that would do it i would be greatfull thanks :)
 
not much to say- create cylinder with block tool, holow it and make make door hole with carve (which sucks)

you can also cut your door hole with clipping tool and make the piece you cut out a door so you can have a door that fits with the cylinder nicely
 
I'd probably build it in pieces, then cut the corners off each brush so they fit nicely against each other (and gives a cleaner cut than using carve) Takes longer but will be less messy..

Ask Dux, he'll know the best way to do it :D:D
 
It's best to build each side yourself, so the vertices fit to the grid. It makes it a lot easier for you later on.
 
The vertex manipulation tool is your friend, carve and hallow are not.
 
What are the downsides with carve/hallow? If they do what you want, what's wrong with using them?
 
Carve is comparable to the csg substract from the quake editor, it creates unnecessary brush faces when carving complex brushes. That will tend to increase compile time as well as eat up ingame performance.

Hallow isn't that bad, it just creates bad brush alignment. For example if you have a cube and hollow it, you will get some overlapping on the edges. As long as you move the edges out so only the corners are touching you won't get any unnecessary drawings.
 
Just do it with an arch brush. Works perfectly. But please, no hollowing or carving.
 
I never had trouble with hallow also its save you time if you making a lot of rooms. It stupid not to use hallow cause it cuts your time by 10 folds. Carve is not as bad as you say it too. It too cuts down amount of time to make a little or big whole. It doesn't suck with cylinder either because then all you have to is move this spider vertices shapes back into squares that all.

I been using many different types of map editors and Carve and hallow are bar far the best to use cause they all the same in all editors, Even in Maya.
 
you could hollow and the use the vertex manipulation so that the edges snap to the grid
 
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