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<head>
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<title>Q3Radiant Editor Manual: Page 5.1</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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</head>
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<body>
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<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
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<hr>
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<h1><a name = "tools3">Tools 3: Working with Curve Patches</a></h1>
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<div class = "subheading">Escape (ESC)</div>
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This is the all-purpose deselect key. Use it to back out of
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operations you don't want to complete or to stop working on a patch
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or group of patches.
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<h2><a name = "curvemen">Curve Menu Commands</a></h2>
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The next set of commands comes from the Curve Menu. Some are
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duplicated on the Patch Tool Bar.
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<p><div class = "subheading">Cylinder</div>
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<div class = "menu">(Menu: Curve > Cylinder)</div>
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This creates the simplest cylinder. Cylinders are always drawn
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with their open ends facing up and down. It does not matter which
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map view is open when the cylinder is created.
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<p><strong>More Cylinders:</strong>
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<div class = "menu">(Menu: Curve > More Cylinders)</div>
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<ul><strong>Dense Cylinder</strong>
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<br>This is a cylinder with a set of extra rows. It allows a
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180-degree bend into a half donut (half torus).
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<p><strong>Very Dense Cylinder</strong>
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<br>This is a cylinder with two extra sets of rows. This allows a
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bend into a full donut (torus).
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<p><strong>Square Cylinder</strong>
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<br>This is a cylinder whose columns have been adjusted so that a
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square, with flat sides, is formed.
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</ul>
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<p><div class = "subheading">End Cap</div>
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<div class = "menu">(Menu: Curve > Endcap)</div>
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This is a half cylinder.
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<p><div class = "subheading">Bevel</div>
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<div class = "menu">(Menu: Curve > Bevel)</div>
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This is a quarter cylinder
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<p><strong>More End caps, Bevels:</strong>
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<div class = "menu">(Menu: Curve > More End caps, Bevels)</div>
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<p><strong>Square Endcap</strong>
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<br>This is an endcap without the backside removed.
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<p><strong>Square Bevel</strong>
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<br>This is a bevel with squared off back faces
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<p><div class = "subheading">Cone</div>
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<div class = "menu">(Menu: Curve > Cone)</div>
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A cone is a cylinder with control points drawn together and
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welded at one end to form a point.
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<p><div class = "subheading">Sphere</div>
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<div class = "menu">(Not implemented)</div>
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<div class = "tip"><b>Design Note:</b> A curve patch sphere can be constructed from
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a cone. Start with a cubic brush. Convert into a cone. Go into edit
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vertexes mode and grab the control point at the peak of the
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cone. Pull it downward to half the height of the cone. Clone
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the resulting piece and flip it upside down.</div>
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<p><div class = "subheading">Simple Patch Mesh…</div>
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<div class = "menu">(Menu: Curve > Simple Patch Mesh…)</div>
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The patch mesh is the basic building block use to create all
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curves. All the curve primitives are deformations of this
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item. For this to work, you must first create a brush of the
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dimension desired for the patch. Selecting this opens a Patch
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dialogue window. This lets you select the vertical (rows) and
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horizontal (columns) complexity of the patch. The more complexity
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means being able to perform more deformations on the patch. It also
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means adding a greater number of triangles that must be
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rendered.
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<p><div class = "subheading">Insert</div>
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<div class = "menu">(Menu: Curve > Insert)</div>
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Adding control points increases the complexity of a mesh. This
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action does not increase the physical size of a mesh. Additions are
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usually done before manipulating the patch mesh.
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<ul><strong>Insert (2) Columns</strong>
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<br>This adds two columns of control points to the left edge of a
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patch.
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<br><strong>Add (2) Columns</strong>
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<br>This adds two columns of control points to the right edge of a
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patch.
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<br><strong>Insert (2) Rows</strong>
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<br>This adds two rows of control points to the lower edge of a
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patch.
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<br><strong>Add (2) Rows</strong>
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<br>This adds two rows of control points to the upper edge of a
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patch.
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</ul>
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<p><div class = "subheading">Delete</div>
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<div class = "menu">(Menu: Curve > Delete)</div>
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Deleting control points reduces the complexity of a patch mesh.
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Be warned that the features created by the removed points are also
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removed. It does not make the mesh a less complex version of the
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former design. Deletions also change the dimensions of the mesh,
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removing the area created by the deleted control points. A mesh
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cannot be reduced smaller than a 3 column by 3 row complexity.
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<ul><strong>First (2) Columns</strong>
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<br>This removes two columns of control points from the left edge of
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a patch.
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<br><strong>Last (2) Columns</strong>
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<br>This removes two columns of control points from the right edge
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of a patch.
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<br><strong>First (2) Rows</strong>
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<br>This removes two rows of control points from the lower edge of a
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patch.
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<br><strong>Last (2) Rows </strong>
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<br>This removes two rows of control points from the upper edge of a
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patch.
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</ul>
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<p><div class = "subheading">Matrix</div>
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<div class = "menu">(Menu: Curve > Matrix)</div>
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This has nothing to do with Neo and Trinity. It's the patch mesh
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taken as a whole.
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<p><strong>Invert</strong>
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<div class = "menu">(Menu: Curve > Matrix > Invert)
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<br>(Shortcut: CTRL + I)</div>
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This command inverts the normals of the patch mesh. The normals
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control the direction of facing for the texture skin and the
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clipping surfaces.
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<p><strong>Re-disperse</strong>
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<div class = "menu">(Menu: Curve > Matrix > Re-disperse)</div>
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This is used on a selected patch. When rows or columns are
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inserted or added to a patch, the dimensions of the patch are not
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changed. The distances between the new additions and the old points
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are not the same. This command averages out the distance between
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the points. It does not change the size of the patch. <b>
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WARNING!</b> Only apply this BEFORE adjusting the patch. Otherwise,
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you may lose your work on it. With some patches, selecting this
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command will destroy the patch itself.
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<ul><strong>Cols</strong>
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<div class = "menu">(Menu:
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Curve > Matrix > Re-disperse > Cols)
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<br>(Shortcut: SHIFT + CTRL + E)</div>
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The distance between columns is averaged and evened out.
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<p><strong>Rows</strong>
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<div class = "menu">(Menu:
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Curve > Matrix > Re-disperse > Rows)
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<br>(Shortcut: CTRL + E)</div>
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The distance between rows is averaged and evened out.</ul>
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<p><strong>Transpose</strong>
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<div class = "menu">(Menu: Curve > Transpose)
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<br>(Shortcut: SHIFT + CTRL + M)</div>
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(Function undetermined)
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<p><div class = "subheading">Cap</div>
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<div class = "menu">(Menu: Curve > Cap)</div>
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This command adds "cap" patches to the ends of the patch. The
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original brush and the caps are linked together as a func_group
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entity. A Patch Tool Bar button duplicates this command. The type
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of cap depends on the selected patch:
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<p><table>
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<tr valign = "top">
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<td rowspan = 9><img src = "../Q3Rad_Manual_files/image032.png" width = 229 height = 147></td>
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<td>
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<b>
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Cylinder</b></td>
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<td width = 70%>The ends of the cylinder are sealed with circular patches.</td>
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</tr>
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<tr valign = "top">
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<td><b>Square
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Cylinder</b></td>
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<td width = 70%>The ends of the cylinder are sealed with square patches.</td>
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</tr>
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<tr valign = "top">
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<td><b>
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Cone</b></td>
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<td width = 70%>Both ends are capped (open and point). You will want to discard the
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cap on the point end.</td>
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</tr>
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<tr valign = "top">
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<td><b>
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Bevel</b></td>
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<td width = 70%>If you select to cap a bevel, a dialogue window pops up.
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A normal bevel cap covers the space between the curve and the
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center.</td>
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</tr>
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<tr valign = "top">
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<td><b>Inverted
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Bevel</b></td>
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<td width = 70%>An inverted bevel covers the space between the curve and the outer
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corner.</td>
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</tr>
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<tr valign = "top">
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<td><b>
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Endcap</b></td>
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<td width = 70%>If you select to cap an endcap, the same dialogue window pops
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up.</td>
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</tr>
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<tr valign = "top">
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<td><b>Patch
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Mesh</b></td>
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<td width = 70%>The bevel/endcap window will pop up. Results will vary depending on
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the manipulations done to the mesh.</td>
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</tr>
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<tr valign = "top">
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<td><b>Square
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Bevel</b></td>
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<td width = 70%>Capped in the same manner as a cylinder</td>
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</tr>
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<tr valign = "top">
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<td><b>Square End Cap</b></td>
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<td width = 70%>Capped
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in the same manner as a cylinder</td>
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</tr>
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</table>
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<p><strong>Cycle Cap Texture</strong>
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<div class = "menu">(Shortcut: CTRL + SHIFT + N)</div>
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Press this repeatedly until the texture on the cap patch looks
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correct.
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<p><div class = "subheading">Overlay</div>
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<div class = "menu">(Menu: Curve > Overlay)</div>
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Overlay turns the grid of control points on for the selected
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patches and leaves them on until the Clear command is selected. By
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having the control points on a curve patch be visible, it is easier
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for the designer to align the vertices of adjacent solid geometry
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brushes.
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<ul><strong>Set</strong>
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<div class = "menu">(Menu: Curve > Overlay > Set)
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<br>(Shortcut: Y)</div>
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This is the command to turn on the control points in a selected
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patch.
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<p><strong>Clear</strong>
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<div class = "menu">(Menu:
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Curve > Overlay > Clear)
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<br>(Shortcut: ALT + Y)</div>
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This is the command to turn off all control points in all
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patches.</ul>
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<p><div class = "subheading">Thicken</div>
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<div class = "menu">(Menu: Curve > Thicken)
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<br>(Shortcut: CTRL + T)</div>
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If you think about it conceptually, Thicken transforms a curve
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patch into a three-dimensional object. It does this by duplicating
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the selected curve and moving it a distance away from the copied
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curve, and, if the "seams" checkbox is checked, it will cover the
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space between the original and the copy with patches. The distance
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between original and copy is selected in a pop-up dialogue window.
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The direction is determined by the facing of the curve's normals
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(the textured side). The duplicated curve appears on the opposite
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side of the textured face. The resulting object depends on the
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nature of the curve primitive being thickened. The following
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are some examples:
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<p><table>
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<tr>
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<td><b>
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Cylinder</b></td>
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<td width = 90%>A pipe is created. Checking "seams" caps the ends.</td>
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</tr>
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<tr>
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<td><b>Bevel</b></td>
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<td width = 90%>A matching bevel is created. Checking "seams" creates a bent square
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tube.</td>
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</tr>
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<tr>
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<td><b>Endcap</b></td>
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<td width = 90%>A matching endcap is created. Checking "seams" creates an
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arch.*</td>
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</tr>
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<tr valign = "top">
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<td><b>Patch
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Mesh</b></td>
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<td width = 90%>A mesh that echoes the shape of the selected patch is created, but
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with XY dimensions smaller or larger by the measure of the
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thickness (smaller if the normals are on the concave side; larger
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if on the convex side).</td>
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</tr>
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</table>
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<p>* Thickening an Endcap is not the best way to create this shape.
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Bending a square cylinder will produce better results.
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<h2>Patch Tool Bar</h2>
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<img src = "../Q3Rad_Manual_files/image034.png" width = 205 height = 22>
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<br>The patch tool part is turned on in the Preferences. Each
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of these buttons enables or disables a curve editing feature, or
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initiates a process on a selected curve patch.
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<p><div class = "subheading">Don't Select Curved Brushes</div>
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This button toggles the ability to select or not select curve
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patches in the map. If turned on (depressed), the user will not be
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able to individually select curve patches. Group selections
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will still include any curve patches within their boundaries.
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<p><div class = "subheading">Show Patch Bounding Box</div>
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This button toggles the display of the bounding box that defines
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the limits of the patch. On (button depressed) shows the bounding
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box.
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<p><div class = "subheading">Show Patches as Wireframe</div>
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This button toggles the display of patches between a fully
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textured mesh (off) and a wireframe-only mode (on). The wireframe
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mode makes it easier to see the deformations of the mesh and allows
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the user to see some control points that may be hidden by the
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texture when it is mapped on the mesh. It can also be a
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performance-enhancer for the editor (by setting the view to
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wireframe until you need to see the brush textured).
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<p><div class = "tip"><b>Design Tip:</b> When manipulating the control points on a
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patch mesh, using wire frame allows you to best see both the
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control points and the deformations.</div>
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<p><div class = "subheading">Patch Bend Mode</div>
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If a curve patch is selected, this button initiates a multi-step
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bending procedure. There are tutorials available on several
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sites that address the fine points of bending a patch, whether it
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is a cylinder or a simple flat mesh. The ESC key will exit the
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procedure at any point. The following are just the steps:
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<ul><li>Select the patch (and only the patch).
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<li>Press the Patch Bend Mode button. This brings up an instruction
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window that says:
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</ul>
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<div class = "menu">"Use TAB to cycle through available bend axis.
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<br>Press ENTER when the desired one is highlighted"</div>
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<p>This highlights (turns pink) a row or column of patch control
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points. One of these control points will likely be the axis for
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your bend. Pressing ENTER locks in your choice and advances to the
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next step.
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<ul><li>A second instruction window message appears:</ul>
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<div class = "menu">"Use TAB to cycle through available rotation axis.
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<br>This will LOCK around that point. You may also
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<br>use Shift + Middle Click to select an arbitrary
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<br>point. Press ENTER when the desired one is
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<br>highlighted."</div>
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<p>This highlights the specific control point around which the
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patch will bend. Pressing ENTER locks in your choice and advances
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to the next step. You can also choose the control point by
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SHIFT + middle mouse button clicking on the map window. The
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click need not be within the bounds of the patch.
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<ul><li>A third instruction window message appears:</ul>
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<div class = "menu">"Use TAB to choose which side to bend. Press
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<br>ENTER when the desired one is highlighted."</div>
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<p>This highlights the side or end of the patch (relative to the
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bend point) around which the patch will bend. Pressing ENTER
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locks in your choice and advances to the next step.
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<ul><li>A fourth instruction window message appears:</ul>
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<div class = "menu">"Use the MOUSE to bend the patch. It uses the
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<br>same ui rules as Free Rotation. Press ENTER to
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<br>accept the bend, press ESC to abandon it and exit
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<br>Bend mode."</div>
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<p>Clicking and holding the Left mouse button on the map window and
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dragging it around will cause the patch to bend. Pressing ENTER or
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ESC at this point will accept any changes that you have made.
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<p><div class = "subheading">Redisperse Patch Points</div>
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This is used on a selected patch. When rows or columns are
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inserted or added to a patch, the dimensions of the whole patch are
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not automatically adjusted. The distances between the new additions
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and the old points are not the same. This command averages out the
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distance between the points.
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<p><b>WARNING:</b> Only apply this BEFORE making adjustments to the
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patch, otherwise you may lose your work on it. With some
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patches, the patch itself will be destroyed.
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<p><div class = "subheading">CAP (put caps on the current patch)</div>
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This is used on a selected patch.
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<p><div class = "tip"><strong>Design Notes:</strong>
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<ul><b>Endcaps:</b> Don't cap endcaps with this tool. Make a
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pair of opposing bevel caps that match the arch of the endcap
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<br><b>Messed Up Texturing:</b> If an inverted bevel endcap covers
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something other than an arc of a perfect circle, it is likely that
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the texture won't appear right when you apply the CAP function to
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the texture. Press SHIFT + CTRL + P a few times until it looks
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right.</ul>
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</div>
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<p><strong>Weld Equal Patch Points (welds equal patch points during
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moves)</strong>
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<br>(Patch Control Bar only) This feature, when selected (button
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pressed in) causes control points to weld together if they are
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moved to the same coordinates. Undo will undo the move and the
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weld.
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<p><strong>Drill Down (selects drill down rows and columns)</strong>
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<br>When this is toggled on (depressed), clicking on a control point
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in a 2D Map view selects all the control points in the row or
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column beneath it.
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<h2><a name = "patchmove">Moving Patches</a></h2>
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<div class = "subheading">Moving Selected Curve Patch</div>
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These keys move the curve patch around the map in discrete map
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grid increments.
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<ul><strong>Move Selection Down</strong>
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<div class = "menu">(Shortcut: Keypad MINUS)</div>
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Each press moves the selected map component down along the
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Z-axis by one grid position (at current grid setting). Not affected
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by current 2D-map view.
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<p><strong>Move Selection Up</strong>
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<div class = "menu">(Shortcut: Keypad PLUS)</div>
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Each press moves the selected map component up along the Z-axis
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by one grid position (at current grid setting). Not affected by
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current 2D-map view.</ul>
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<p><div class = "subheading">Nudging the Curve Patch</div>
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These keys move the curve patch around the map in discrete map
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grid increments. The movement is in terms of the selected window,
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not in terms of XYZ coordinates.
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<ul><strong>Nudge Down</strong>
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<div class = "menu">(Shortcut: ALT + DOWN ARROW)</div>
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Each press moves the selected map component "down" the map view
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by one grid position (at the current grid setting). The movement is
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relative to the selected map view, not XYZ coordinates.
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<p><strong>Nudge Up</strong>
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<div class = "menu">(Shortcut: ALT + UP ARROW)</div>
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Each press moves the selected map component "up" the map view by
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one grid position (at the current grid setting). The movement is
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relative to the selected map view, not XYZ coordinates.
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<p><strong>Nudge Left</strong>
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<div class = "menu">(Shortcut: ALT + LEFT ARROW)</div>
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Each press moves the selected map component "left" the map view
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by one grid position (at the current grid setting). The movement is
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relative to the selected map view, not XYZ coordinates.
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<p><strong>Nudge Right</strong>
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<div class = "menu">(Shortcut: ALT + RIGHT ARROW)</div>
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Each press moves the selected map component "right" the map view
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by one grid position (at the current grid setting). The movement is
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relative to the selected map view, not XYZ coordinates.</ul>
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<p><div class = "subheading">Snap Selection To Grid</div>
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<div class = "menu">(Shortcut: CTRL + G)</div>
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If you are using the map grid to keep curve patches in
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alignment, this is a great tool. Rotated curve patches and curve
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patches that have had their vertices tweaked can have vertices that
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no longer lie on map grid intersections. This snaps the vertices to
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align with the grid. Be warned that snapping to large grids
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may be hazardous to the health of your curve patch (Snap and it's
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gone! But that's what UNDO is for).
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<p align = "center"><a href = "../ch05/pg5_1.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "../ch07/pg7_1.htm">Next</a>
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