map-pin Tutorial: Creating ramp trim in Constructor

  • Three
  • Three's Avatar Topic Author
  • Offline
  • Lead Developer
  • Lead Developer
  • level designer
More
27 Jun 2015 17:24 - 28 Jun 2015 14:15 #1 by Three
This is a technique that you may have noticed in some of my levels that will "distort" the mbu_edge_white_2 texture, and make good-looking ramp trim without using mbu_edge_white. It's not super difficult to pull off, either!

Here's some examples from my levels so you know what I'm talking about.

First, create the ramp as you normally would, by extruding the faces of a platform on the Z axis (select faces and drag upwards).
Now, go into a side view (from the drop down menu on the top left of a viewport) and select the slanted trim in Faces mode.
We need to find the slope of this slanted trim. If you remember from your geometry classes, you'll know that slope=rise/run. Simply divide the number of horizontal white squares by the number of vertical white squares.
So, cool. Now we know the that the slope of this ramp is 0.5. What do we do with that number?

You'll find the texture options on the left of the screen under "Object" while you have a face selected. You've probably messed with the basic settings (scaling, positioning, and grouping) but have never touched the advanced options.
Now, I'm going to be honest. I have no idea what exactly the advanced options do, but I know that you only need the "V Axis" fields for basic ramps.
Using the advanced options involves a lot of trial and error, but it still doesn't take too long. Here's some basic rules:

If your ramp goes in the +X direction, type (your ramp's slope) into the X field.
If your ramp goes in the -X direction, type (your ramp's slope*-1) into the X field.
If your ramp goes in the +Y direction, type (your ramp's slope) into the Y field.
If your ramp goes in the -Y direction, type (your ramp's slope*-1) into the Y field.
If you're not sure in what direction your ramp travels, just try all of these values.
Do not change the Z field at all! (Defaults to -1)

Our ramp travels in the positive Y direction, so I put 0.5 into the Y field.
You may have to align the new trim. Simply press the Up and Right arrows under "Justify and Fit".
Repeat the process on the other side, using the same slope value, and you're done!
Example .map file download: bit.ly/1do1Chl

I hope this was a good enough tutorial for you all. If you have any questions, just ask me!

Follow me on twitter at @threefolder
Last edit: 28 Jun 2015 14:15 by Three. Reason: Removed unnecessary comments
The following user(s) said Thank You: HiGuy, Jeff, Buzzmusic, Ralph, Kurt, StewMan46, Frostfire, Weather, CylinderKnot

Please Log in or Create an account to join the conversation.

  • HiGuy
  • HiGuy's Avatar
  • Offline
  • Administrator
  • Administrator
  • At college, may not be around
More
27 Jun 2015 23:46 #2 by HiGuy
Was going to post something about this myself, but this is a great simple reference. Stickied.

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}

Please Log in or Create an account to join the conversation.

  • Eguy
  • Eguy's Avatar
  • Offline
  • Expert Marbler
  • Expert Marbler
  • Booper Supreme
More
28 Jun 2015 00:30 - 28 Jun 2015 00:30 #3 by Eguy
The whole reason I quit the CGL 9 was because I couldn't find out how to do this exact thing.

:D :D :D :D :D :D :D :D
:D THANK YOU!!!!!!!!!!! :D
:D :D :D :D :D :D :D :D

One thing I request though-- a newbie's tutorial kind of thing-- how to "create the ramp as you normally would." Because I'm not exactly sure how to "extrude the faces on the z-axis." Thanks!

"it's the internet eguy. where children are men. men are monkeys, and women are PQ."
-Jeff 2014
Last edit: 28 Jun 2015 00:30 by Eguy.

Please Log in or Create an account to join the conversation.

  • Three
  • Three's Avatar Topic Author
  • Offline
  • Lead Developer
  • Lead Developer
  • level designer
More
28 Jun 2015 01:12 #4 by Three

Eguy wrote:
I'm not exactly sure how to "extrude the faces on the z-axis." Thanks!


Updated the tutorial with a more newbie-friendly explanation of this step.

Follow me on twitter at @threefolder

Please Log in or Create an account to join the conversation.

  • Frostfire
  • Frostfire's Avatar
  • Offline
  • Senior Marbler
  • Senior Marbler
  • Multiplayer Mastery
More
10 Sep 2015 14:34 #5 by Frostfire
Replied by Frostfire on topic Tutorial: Creating ramp trim in Constructor
Thanks a load for this Threefolder, really helped. Now I can make slanting trim tightropes too... hehehehe...

No but seriously this is a great little guide, the justify & fit button is magical.

Please Log in or Create an account to join the conversation.

More
10 Sep 2015 19:33 #6 by Nockess
Replied by Nockess on topic Tutorial: Creating ramp trim in Constructor
A much easier way is to just use edge_white and not edge_white2 (or whatever it's called) on the sides, but then you don't get the blue line thing at the bottom. It still looks nice though.

First player ever to get all of the Awesome Times.

Please Log in or Create an account to join the conversation.

  • Three
  • Three's Avatar Topic Author
  • Offline
  • Lead Developer
  • Lead Developer
  • level designer
More
10 Sep 2015 19:38 - 10 Sep 2015 19:39 #7 by Three

RoziFP wrote:
A much easier way is to just use edge_white and not edge_white2.


You can do that too, but the point of this tutorial is to tell you how to skew textures.

Follow me on twitter at @threefolder
Last edit: 10 Sep 2015 19:39 by Three. Reason: english pls

Please Log in or Create an account to join the conversation.

  • Frostfire
  • Frostfire's Avatar
  • Offline
  • Senior Marbler
  • Senior Marbler
  • Multiplayer Mastery
More
10 Sep 2015 21:01 #8 by Frostfire
Replied by Frostfire on topic Tutorial: Creating ramp trim in Constructor

Threefolder wrote:

RoziFP wrote:
A much easier way is to just use edge_white and not edge_white2.


You can do that too, but the point of this tutorial is to tell you how to skew textures.


Yeah - now I can do tops of stuff too for other textures.

Please Log in or Create an account to join the conversation.

Moderators: Kalle29AayrlRegislian