Patch-Mesh 101
Endcap Walls
Alright, let's start off by adding some brushes to make a
ledge in one of the test rooms.
I built it so it looks like this with out any bevels or
End caps.
Notice all the sides that will have meshes in front of
them have the caulk texture applied.

I'm going to go off on a tangent for a few minutes to explain why I said
use bevels instead of end caps.
Remember when I said don't use Endcaps for hallways.
They can also give you trouble with sparkles here. "Why?"
you ask. Well, it's not the Endcap that gives you
the trouble. It's the cap you put on it.
There is a way to fix it. Instead of capping the Endcap with its associated cap, cap the Endcap using two bevel caps.
Did I confuse you in the last sentence? Never mind. I
will now explain with pictures.
What I have done is to
load the map using the \devmap command and then \r_showtris 1 command. The meshes and brushes are broken up
into little triangles. If the triangles of the mesh don't match up with the surrounding brush geometry they
will cause sparkles in the game.
The pictures say the rest..
They match up.
They don't here.
Back to the map. Now that I've made the brushes, it's
time to add some meshes. First an endcap to form the
curved wall in the middle of my ledge this is going to
have a jump pad on top of it, that's going to take me thru the hole in
the ceiling. If you don't know by now how to make the
endcap, go back to the first page and start over. Just
kidding. Well, only a little. Alright, here's how it's done. Make a brush
the size you want then go to Curves menu then select Endcap.
It should look something like this.
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| 3D view |
Z-axis view |
Next we are going to cap
the endcap. While it's still selected, hit
shift-C then select Endcap.
Tab through to the cap at the bottom and delete it.
Next build a brush of the appropriate dimensions from which you'll make an
endcap you could use two bevels here instead .
Looks like this.
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| 3D view |
Z-axis view |
Now it's time to add
inverted bevel caps to the endcap.
While the bevel is still selected, hit shift-C then
select Inverted Bevel
This will build two inverted bevel caps.
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| 3D view |
Z-axis view |
Now right click in the
2d view and ungroup the entity. Then hit esc key to
unselect. Next delete the inverted bevel caps that are
in the floor.
Now select the top inverted bevel cap and copy it
(ctrl-C to copy then ctrl-v to paste it; or hit the spacebar to clone it, if you prefer). Then paste it
and move it to the other side of the endcap. In this case
I had to hit the y-y button twice then invert (ctrl-I) to orient
the inverted beveled cap mesh correctly.
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| 3D view |
Z-axis view |
All that's left to do now is to fix
the texture on the caps.
Once this one is done repeat this on the other side of
room.
I think it's time for
page 7.
For this next page we are going to make a half dome
(Apse).
Patch mesh page 7
The following short cut keys will come in handy while working
with meshes:
ctrl-G
Snap to grid (I use this one a lot)
ctrl-
I
Invert texture
shift-control-N Cycles cap textures patch
V
key
Turns on vertices so you can drag them.
control-N
Naturalize patch texture
Control-P
Toggle show patches
shift-C
Cap selected curve
shift-S
Patch Inspector (I use this one a lot)

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