Ive tried rotating and clipping arches with template brushes, I've tried displacements, I've tried using dimensions divisible by 8 and 16 and so far my primitive vertex manipulation hollow hemisphere looks the best.. i know ive seen some decent brushed based hollow hemispheres somewhere before.
Is there something I'm missing or should i just use a model?
#the hollow hemisphere solution
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You'd probably be better off with a model, but what do you need one for?
A dome for an observatory so it has a few moving doors and components. For now I'll use my stylized dome brushwork and focus on other things.. when I'm better at modeling in blender I'll swap things out with more refined elements
Nice try
stable and sudivided displacements. from only 6-10 brushes. remains stable only so long as you build the brushes to size before subdividing. do not scale afterwards or do so at your peril.
Tesseract geometry is dope.
allows combination of exclusive interior, exterior or edged spheres or hemispheres. collissions are stable. playable/surfable surfaces. and can be carved or cut at true angles. and can be exported as a model with Propper.
Thank you for the input. I did try this with more faces in an arched dome configuration and worked alright. Problem is it's supposed to be an Observatory so there are doors that open and close for the telescope, the whole thing rotates etc and you cant rotate displacements directly ingame without turning them into models and parenting them to my structure. I think I just have to compromise and go for a more brushed faceted look and use truss to stylize the inside "dome" vertexs.. it's just super time consuming to do all the vertex work on grid while keeping all brush faces valid.
personally i would get that look with bumped textures, and just accept hammer is limited unless youre willing to model something especially.. but the vertical slit could be achieved with tesseracts.
I've got a working version with vertex brushes that ive already propped. If I get a good enough one made with displacements I'll prop that.
I definitely like the idea of the textures accenting the facets. I just dunno how to make a texture that compensates for the actual warped displacement faces.
you really shouldnt be scared of learning blender
you dont have to be a master to make simple models
but you're just putting yourself through a lot of pain by forcing brushes on yourself
The real problem is I'm making a standalone game with 40+ maps and I'm doing everything so it's overwhelming. Trying to work within my current abilities and balance my time between all the different elements is difficult. I've got a good portion of the game dev blocked out and a good portion of the logic, some programming stuff, puzzles, scripted sequences etc hashed out. I'm finally reaching a point where I need to start making models and doing major art passes. Learning blender is in the works and im trying to incorporate it into my workflow. so far I've got like 15hrs logged making procedural tiled texture generation and messing with basic models imported from vmf. It's just kind of a steep learning curve to learn all the modeling stuff at once. For me to just make this in blender is easier said than done right now.
lucky for you im developing a mod for blender that incorporates hammer called Blammer especially for hammer users who are terrified by blender.
unfortunately development was set back when we discovered 3 never reported bugs in blenders basecode 2days ago.
There a place I can bookmark this?
Im using a spreadsheet to manage a giant web of hammer master manifest vmfs with a bunch of h++ sub vmfs and instances in those just to manage everything in its totality. Would be nice to have another option with a bunch of blender layer and visibility options for all the hammer elements as the hammer visgroups are terrible.
What you are doing is seriously impressive
Have you reported them already?
Im quite interested in this blammer addon now
currently its still in it's infancy. i work on it when i can but i also have other things on my plate and im not a programmer. i may open a page to muster support to bring on help to speed up development but i have built a base for it so far with help from TF2 Blender community
sorry to hijack your thread. that wasn't intended.
No I welcome it
I plan to dump all my blender procedural generated texture templates here for everyone since everyone's so helpful. Just gotta get some more things working and document a bunch of crap on how I'm using it and how to tweak it for your own blender source textures
@misty plover does your game have a completely new story or is it based of an already existing game?
But yea based off hl2 engine and entities with some custom stuff
Have you been observing all the random stuff i've posted here?
Nope, I haven’t been that active in this server
What in the source magic is this
Could you make one in the normal order?
i never EVER want to make anything remotely like this again. it is unholy and I shall never be forgiven.
i am uncleeeeeen
but you wanted an observatory made of brushes. there it is i guess 🤮
It could have been done better but, i just wanted to show a proof of concept that source can do it.
honestly the best way to do this would probably be to model it, and use some nodraw approximation of the shape inside the model for visibility
lol yeah wow what a beautiful mess. looks pretty decent aside from being off grid and not aligned vertexes. I may have to revisit the dome in my nuclear power plant and nose on my submarine with this strat
but you're right I need to start modeling these things
Heres my observatory and reactor building dome templates for anyone to use.
The reactor building dome is scaleable not sure about the observatory. I've got it working with no problems at 2048, 1536, 1024 and 512. Didn't try anything else but i don't see why it won't work if you follow the precautions below.
You can scale the dome to match either the inside or outside dimensions that you want. If you don't prop it after making your dome optimize accordingly.
Scale at your own risk!!!
Before scaling examine what i did to see how it works so you can learn what you can and cannot do with this. Its probably best to scale in increments divisible by 2, so no odd numbers, only rotate in 90deg intervals.
do NOT skew it and do NOT make it oval or it will break. Keep the exact porportions and it will stay on grid.
After scaling, select everything, snap to a 1 unit grid and then rotate 90 if needed.
the top hat part should be adjusted independently or make your own top and you should be good depending on how small you go.
.
This is my "near perfectly symmetrical" 24 sided, rotated, brush, 3d vertex grid aligned, 2 unit thick, 1536x1536x768 hemisphere dome

Chad
the hollow hemisphere solution