Anyone have a copy of Tarquin's Extruder Builder Tutorial?
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Anyone have a copy of Tarquin's Extruder Builder Tutorial?
I'm trying to make a curved brush that needs a little more control than extruding with the 2d shape editor. I've downloaded & installed Tarquin's extruder builder, but without some context I'm finding it difficult to figure out. I can't find any tutorials on its usage. Does anyone have a copy of the info from the dead pages: http://www.planetunreal.com/pack.extrude.html or http://hellkeeper.net/tutoriaux/Tarquin ... ush-en.php ?
Thanks for your time!
Thanks for your time!
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
I tried to find a tutorial myself but either there is every information lost or I'm too dumb and don't know what to search exactly. 

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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
Fantastic, I will pore over this tonight.Spectra wrote:https://web.archive.org/web/20160323020 ... ush-en.php
Thank you Spectra!
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
Seee ... I'm too dumb.Spectra wrote:https://web.archive.org/web/20160323020 ... ush-en.php
Wait, hellkeeper.net is down?
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
I’ve been playing with Tarquin’s extruder builder and it is fantastic. I’m far from mastering it, but I got down the basics after I developed a small workflow to build parallel curved brushes. I created a text file to save my ShapePoints and PathPoints. Then I replicated the PathPoints with different ShapePoints to produce perfectly aligned brushes (see attached prototype screenshot).
This got me thinking about larger workflow questions. I’m only just playing with UEd2.0 now (17 years after the fact), and trying to figure out an organizational process for mapmaking. I know some basic principles:
It would be cool to aggregate workflow strategies into a checklist/cheat sheet.
Has this already been covered in a previous thread? Is it worth starting a ‘Mapping Workflow Pro-Tips’ thread? Would any pro mappers be willing to share their process?
This got me thinking about larger workflow questions. I’m only just playing with UEd2.0 now (17 years after the fact), and trying to figure out an organizational process for mapmaking. I know some basic principles:
- Sketching the map layout
- Whiteboxing the layout*
- Adding ighting, actors, etc.*
- *Test, re-test, and then test again.
- To me it makes sense to branch prototyped map elements (brushes, etc) into separate .unr files and – once tested & confirmed – import/migrate those elements into the principle (I hesitate to use the word ‘final’) map.
- It also makes sense to me to set up work folders and a file/folder taxonomy to keep everything organized.
- I’m betting there are many more workflow optimization techniques.
It would be cool to aggregate workflow strategies into a checklist/cheat sheet.
Has this already been covered in a previous thread? Is it worth starting a ‘Mapping Workflow Pro-Tips’ thread? Would any pro mappers be willing to share their process?
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
I'm willing.Would any pro mappers be willing to share their process?
The way I usually make my map is making only ' proceeding ' roads. Like my CrystalMine Series.
There are a few ' crossroads' but in the greater perspective, they never get lost. So my tip is , look at the traffic around you in real life.
What issues are you experiencing yourself, when in unknown location, in a unknown land, without ANY form of navigation.
Seeing this sign, often is a relief.

There should be a VERY CLEAR BORDER between ' exploration maps ' and 'Proceeding maps'.
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
Honestly the workflow is never so crazy as to need to be separated if you are just talking about building the map proper. By the time you need to consider your process and segmenting it you'll already be butting up against the limits of this old engine. Take your screenshot for example, it's really nice but if you go too crazy you are going to get hall-of-mirror'ed back into reality quite quickly.
You'll much more need to compartmentalize triggers, events and tags, stuff like that. It's shocking how fast triggered actor strings can get dense and complex.
You'll much more need to compartmentalize triggers, events and tags, stuff like that. It's shocking how fast triggered actor strings can get dense and complex.
So long, and thanks for all the fish
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
I've been down for monthes, slowly in the process of getting the site back online.papercoffee wrote: Wait, hellkeeper.net is down?
No idea how long it will still take. No data has been lost though, all tutorials will be back.
You must construct additional pylons.
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutoria
A small update after all this time:
I had critical server issues about a year ago, the website has been down since then. A few months ago, I got most of it back except the database containing all the news and a few things used by the website to function, so I put the site back online but the index page was still black. At least I could upload files and pictures to the server and point to tutorials and written articles on the website, the only drawback being that most of the menu links were broken.
Since I just released Hightitude, I decided to build a makeshift index page. The website is now fully working and available once again, you can even read the Tarquin EBB tutorial. The database is still dead but should be recovered in the future. In the mean time, I'm maintaining it by hand.
http://hellkeeper.net/
I had critical server issues about a year ago, the website has been down since then. A few months ago, I got most of it back except the database containing all the news and a few things used by the website to function, so I put the site back online but the index page was still black. At least I could upload files and pictures to the server and point to tutorials and written articles on the website, the only drawback being that most of the menu links were broken.
Since I just released Hightitude, I decided to build a makeshift index page. The website is now fully working and available once again, you can even read the Tarquin EBB tutorial. The database is still dead but should be recovered in the future. In the mean time, I'm maintaining it by hand.
http://hellkeeper.net/
You must construct additional pylons.
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