file Tutorial: Creating ramp trim in Constructor

  • Three
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27 Jun 2015 17:24 - 28 Jun 2015 14:15 #1
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!

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Last edit: 28 Jun 2015 14:15 by Three. Reason: Removed unnecessary comments
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27 Jun 2015 23:46 #2
Was going to post something about this myself, but this is a great simple reference. Stickied.

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28 Jun 2015 00:30 - 28 Jun 2015 00:30 #3
The whole reason I quit the CGL 9 was because I couldn't find out how to do this exact thing.

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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!

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Last edit: 28 Jun 2015 00:30 by Eguy.

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28 Jun 2015 01:12 #4

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.

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10 Sep 2015 14:34 #5
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.

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10 Sep 2015 19:33 #6
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.

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10 Sep 2015 19:38 - 10 Sep 2015 19:39 #7

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.

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Last edit: 10 Sep 2015 19:39 by Three. Reason: english pls

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10 Sep 2015 21:01 #8

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.

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