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Source SDK

Is there any way to "fuse" brushes?
My aqueduct for example. Here it is: http://gyazo.com/a4c0bc65c79360acda4d13766b43e8b1

The problem is I've made it with the clipping tool so it's actually like this: http://gyazo.com/cb0175d5479bb358a5f68b3cbf0e4b87

Is there any way to fuse all those small parts and make it only one?
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Showing 1-10 of 10 comments
Rectus Dec 27, 2014 @ 6:34am 
Not really. The only way to fix it up I can think of is to delete the superfulous brushes and use the Vertex Tool to adjust the other ones to cover the gaps. Beware of invalid brushes if you do that though, and remeber to back up your work.
ARC Dec 27, 2014 @ 7:03am 
I suggest you make these by your hand, piece by piece. Avoid using clipping and carve tools.
I'll give you an example, I made this just for you and it took me 5 min.

https://imagizer.imageshack.us/v2/1706x535q90/537/PG1221.jpg

Maybe its not a single brush but it isnt spinning chaos either and if you have trouble with over spammed 3 position windows, use Quickhide tool.
CorrePlatanito Dec 27, 2014 @ 7:07am 
Originally posted by 4ng3l1z3r:
I suggest you make these by your hand, piece by piece. Avoid using clipping and carve tools.
I'll give you an example, I made this just for you and it took me 5 min.

https://imagizer.imageshack.us/v2/1706x535q90/537/PG1221.jpg

Maybe its not a single brush but it isnt spinning chaos either and if you have trouble with over spammed 3 position windows, use Quickhide tool.

silly me didnt even think about that. Thanks everyone!
Entity 351 Dec 27, 2014 @ 10:15am 
Originally posted by 4ng3l1z3r:
I suggest you make these by your hand, piece by piece. Avoid using clipping and carve tools.
I'll give you an example, I made this just for you and it took me 5 min.

https://imagizer.imageshack.us/v2/1706x535q90/537/PG1221.jpg

That advice is only partially correct. You should not use the carve tool. You SHOULD use the clip tool. They are not the same tools at all.

Also, your example is not the best way to make arches. It is not well optomized.

Here: http://imgur.com/tbmffYa

As you can see, I used vertex edit, and merged the verts of all the arch brushes to the corner. This makes geometry like arches much easier to compile.

Also, in my opinion I would try to use the prop_static arches Valve has provided as often as possible, or make your own models. Barren arches look rather bad, unless you have a lot of sides to the arch to make it look smooth. They also serve as very useful guides when building the brushwork around the model. Always remember to tie the verts up in the upper corners!

Also as a tip: Arches with an even number of faces will be pointed, whereas ones with an odd number of faces will turn out to be keystone arches.
Last edited by Entity 351; Dec 27, 2014 @ 10:20am
Entity 351 Dec 27, 2014 @ 10:24am 
Originally posted by Rectus:
Not really. The only way to fix it up I can think of is to delete the superfulous brushes and use the Vertex Tool to adjust the other ones to cover the gaps. Beware of invalid brushes if you do that though, and remeber to back up your work.

Arches are one of the pieces of architecture where there really aren't any supleflerous brushes. Each brush is essentially provides an inner face of the tunnel, and an outer face face of the wall.

You can of course reduce the number of faces in the arch, but you lose the smoothness of the curve and it can look bad. The easiest way to do this would also be to simply make a model that is flexible enough to save on brush count.

You should not try to vert manipulate a brush to produce more than one face of an arch because that will guaruntee invalid faces and concave/convex brushes.
Rectus Dec 27, 2014 @ 11:09am 
Originally posted by Void:
Arches are one of the pieces of architecture where there really aren't any supleflerous brushes. Each brush is essentially provides an inner face of the tunnel, and an outer face face of the wall.

You can of course reduce the number of faces in the arch, but you lose the smoothness of the curve and it can look bad. The easiest way to do this would also be to simply make a model that is flexible enough to save on brush count.

You should not try to vert manipulate a brush to produce more than one face of an arch because that will guaruntee invalid faces and concave/convex brushes.

Did you look at the screenshots? There are a ton of brushes produced by the clipping tool there that don't have any faces on the arch itself. Unless I misunderstood the question, the OP was asking how to merge those parts.
Entity 351 Dec 27, 2014 @ 12:37pm 
Originally posted by Rectus:
Originally posted by Void:
Arches are one of the pieces of architecture where there really aren't any supleflerous brushes. Each brush is essentially provides an inner face of the tunnel, and an outer face face of the wall.

You can of course reduce the number of faces in the arch, but you lose the smoothness of the curve and it can look bad. The easiest way to do this would also be to simply make a model that is flexible enough to save on brush count.

You should not try to vert manipulate a brush to produce more than one face of an arch because that will guaruntee invalid faces and concave/convex brushes.

Did you look at the screenshots? There are a ton of brushes produced by the clipping tool there that don't have any faces on the arch itself. Unless I misunderstood the question, the OP was asking how to merge those parts.

There is a difference between using the clipping tool, and using the clipping tool badly. The OP used the clipping tool very,very, badly. What he did is essentially how the CARVE tool creates shapes, except he did more efficiently (I'm guessing he just clipped along the certs of a cylander or arch) since there aren't a thousand million billion brushes created by the carve tool.

The clip tool produces two brushes per clip. More if multiple brushes are selected, and the clip line goes over them obviously. It cuts brushes. The Carve tool takes a guess about what the most effevient way of creating said shape is and does several clips all at once and makes a mess.

I took your comment to mean that he should not touch the clip tool, period. The clip tool is exceedingly useful if you use it the right way. As far as using it to make arches, no it is not the tool for the job.


Rectus Dec 27, 2014 @ 12:52pm 
Yeah, I only thought aboult how to fix the already existing mess. Good explanation BTW.
僕の名前 (仮) Dec 31, 2014 @ 12:05am 
Nope and it will be faster to delete it and remake than trying to move vertices manually.

Or use Wall Worm to make maps.
Last edited by 僕の名前 (仮); Dec 31, 2014 @ 12:05am
Entity 351 Dec 31, 2014 @ 4:04pm 
Originally posted by SomeGuy:
Nope and it will be faster to delete it and remake than trying to move vertices manually.

Or use Wall Worm to make maps.

Nope to what? Moving +merging the verts after you have your geometry in place takes literally 15-20 seconds to do. Also why would you need to use wallworm for making something as simple as an arch?
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Date Posted: Dec 27, 2014 @ 5:32am
Posts: 10