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Doors and Windows

 
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 PostPosted: Tue Aug 12, 2008 5:20 am    Post subject: Doors and Windows Reply with quote Back to top

Question regarding methods of making doors and windows.
 
flopperr999
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 PostPosted: Tue Aug 12, 2008 6:58 am    Post subject: Reply with quote Back to top

Windows.....I have no idea. I know BMW knows because I've seen his Depot Backzone Expansion Project. There's plenty in there.

As for doors, Block tool>make a block>put it where you want the doorway>Tools>Carve>Get into setup editor>Edit objects mode>add 00 object>find some kind of door Very Happy
 
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GERage
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 PostPosted: Tue Aug 12, 2008 9:42 am    Post subject: Reply with quote Back to top

To make windows, it's the same procedure for making a doorway except windows must be elevated.

Stairs are easy. Just make a group of identical blocks, then modify the heights of each so every one is slightly higher than the last.

To make ramps, start by creating a block. Now select the block. There are 2 ways to make a ramp from here:

1) Click on the block a couple times (NOT in the camera view). 4 handles should appear; use these to skew it into a ramp.
2)Select the vertex tool. Modify the vertices of the block until you get a ramp.
 
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 PostPosted: Tue Aug 12, 2008 10:36 am    Post subject: Reply with quote Back to top

Ramps are easier in 3ds max. Just create a Prism primitive.
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Dragonsbrethren
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 PostPosted: Tue Aug 12, 2008 12:32 pm    Post subject: Reply with quote Back to top

GERage wrote:
1) Click on the block a couple times (NOT in the camera view). 4 handles should appear; use these to skew it into a ramp.

I'd advise against this, only because it can be hard to get it lined up perfectly, and Goldeneye pretty much needs it lined up perfectly for clipping to work.

GERage wrote:
2)Select the vertex tool. Modify the vertices of the block until you get a ramp.

This is my favorite method, you need to be careful though because it's really easy to grab the wrong vertex.

There's also a wedge primitive you can use, that requires you to use the rotate options to get it facing the right way though.
 
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 PostPosted: Tue Aug 12, 2008 1:10 pm    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
There's also a wedge primitive you can use, that requires you to use the rotate options to get it facing the right way though.


That sounds like the best method, IMO. Is there a problem with using the rotate options?
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 PostPosted: Tue Aug 12, 2008 1:25 pm    Post subject: Reply with quote Back to top

Not really, just need to know where they're located. Tools -> Transform, or hit Ctrl + M.
 
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 PostPosted: Tue Aug 12, 2008 4:27 pm    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
Not really, just need to know where they're located. Tools -> Transform, or hit Ctrl + M.


In 3ds max, it's a toolbar button.

There's also an option in 3ds max called AutoGrid which automatically aligns objects to surfaces. Does Hammer have anything like that?
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Last edited by The Extremist on Tue Aug 12, 2008 4:30 pm; edited 1 time in total
 
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 PostPosted: Tue Aug 12, 2008 6:23 pm    Post subject: Reply with quote Back to top

It's fine if your stairs go through the "floor" as anything like that will be cut out during the compiling process.
 
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 PostPosted: Wed Aug 13, 2008 2:35 pm    Post subject: Reply with quote Back to top

Question about a "Split" function.
 
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 PostPosted: Wed Aug 13, 2008 2:43 pm    Post subject: Reply with quote Back to top

There's no split function but it's as simple as clicking on your block using the arrow tool, resizing it to the size you want, and making a copy for the other half.
 
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 PostPosted: Fri Aug 15, 2008 1:13 pm    Post subject: Reply with quote Back to top

Question about the "Carve" tool.
 
Dragonsbrethren
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 PostPosted: Fri Aug 15, 2008 1:22 pm    Post subject: Reply with quote Back to top

Carve isn't really a split function, it's intended to, well, carve holes in other blocks. It just happens that if you use it on something the same height and depth as what you're carving it'll cut that piece out entirely. It's really no easier than what I described.
 
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