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Endcap_Walls

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Common Questions

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.

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.

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.

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.

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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Bill Brooks © 1999
email contact: Bill Brooks