Anyone have a copy of Tarquin's Extruder Builder Tutorial?

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sektor2111
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by sektor2111 »

I was looking at TarquinBrushBuilder... just doing a "default" build...

Code: Select all

          Begin Polygon Item=outerwall
             Origin   -00181.019333,+00181.019333,-00128.000000
             Normal   -00000.923880,+00000.382683,+00000.000000
             TextureU +00000.000000,-00000.000000,+00001.000000
             TextureV +00000.382683,+00000.923880,+00000.000000
             Vertex   -00181.019333,+00181.019333,-00128.000000
             Vertex   -00256.000000,-00000.000022,-00128.000000
             Vertex   -00256.000000,-00000.000022,+00128.000000
             Vertex   -00181.019333,+00181.019333,+00128.000000
          End Polygon
          Begin Polygon Item=outerwall
             Origin   -00256.000000,-00000.000022,-00128.000000
             Normal   -00000.923880,-00000.382684,+00000.000000
             TextureU +00000.000000,+00000.000000,+00001.000000
             TextureV -00000.382684,+00000.923880,-00000.000000
             Vertex   -00256.000000,-00000.000022,-00128.000000
             Vertex   -00181.019302,-00181.019363,-00128.000000
             Vertex   -00181.019302,-00181.019363,+00128.000000
             Vertex   -00256.000000,-00000.000022,+00128.000000
Interesting numbers... Does it worth ?
19333 - 19302 - 19363 :confused2:
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Hellkeeper
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by Hellkeeper »

Sektor, did you rotate your brush any way ? Any rotation causes these long decimal coordinates with all brushes. This unfortunate artifact also happens in Unreal and UT200X.
You must construct additional pylons.
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[NBK]DxTrEm3Fx
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by [NBK]DxTrEm3Fx »

McFrag wrote: Thu Mar 23, 2023 8:38 am I guess you've made yourself familiar with this tutorial:
http://hellkeeper.net/tutoriaux/Tarquin ... ush-en.php

IF you look into chapter 2 on the first screenshot you see a grid with a red square and some coordinates. This is basically how it works.
Maybe it is more intuitive if you change the PathFacor to 1 and set the coordinates to values which resemble the units. (The PathFactor is just a multiplier after all)
With this example you should get the same result as before but the impact of how the values match into the unit UED coordinates becomes more transparent:
PathFacor = 1
[0] = 0,0,0
[1] = 256,0,0
[2] = 256,512,0
[3] = 0,512,0

This will generate you a trim of 256*512 Units (this also depends on the the width of the trim which you've setup with ShapeFactor. (Use 16 for the example)

If you want this trim to be bulky try changing the ShapeFactor to 64.
I'm getting an understanding how it works now. I will mess around with it and see if I can get it to work with what I'm after. Thank you for your help.
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by sektor2111 »

Hellkeeper wrote: Fri Mar 24, 2023 12:41 pm Sektor, did you rotate your brush any way ?
No, as I said, I just hit build button, then CTRL-C and CTRL-V in NotePad++. It wasn't moved and neither rotated. It's not first time when these builders do funky builds right from first brush in first minute.
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by [NBK]DxTrEm3Fx »

I think using this tool is way out of my league. I'm a general math student at best. I would love to figure out how to make a tube do a 90° bend Like in Hall of Giants. Not sure if I should use this tool for that anyway.
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by Barbie »

[NBK]DxTrEm3Fx wrote: Mon Mar 27, 2023 11:05 pm I would love to figure out how to make a tube do a 90° bend Like in Hall of Giants.
Why not use the "2D Shape Editor"? Create a cycle with pivot outside it, revolve it 90° and add the brush. Then the same with a smaller one to subtract the inner pipe.
"If Origin not in center it be not in center." --Buggie
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by [NBK]DxTrEm3Fx »

Barbie wrote: Tue Mar 28, 2023 11:24 am
[NBK]DxTrEm3Fx wrote: Mon Mar 27, 2023 11:05 pm I would love to figure out how to make a tube do a 90° bend Like in Hall of Giants.
Why not use the "2D Shape Editor"? Create a cycle with pivot outside it, revolve it 90° and add the brush. Then the same with a smaller one to subtract the inner pipe.
I will give that a try and see how the results look.
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Re: Anyone have a copy of Tarquin's Extruder Builder Tutorial?

Post by Hellkeeper »

[NBK]DxTrEm3Fx wrote: Mon Mar 27, 2023 11:05 pm I think using this tool is way out of my league. I'm a general math student at best. I would love to figure out how to make a tube do a 90° bend Like in Hall of Giants. Not sure if I should use this tool for that anyway.
You should probably use the 2DShape editor.

However, the C_MakeArc command does just that. Make your shape, give it a path (or even just a single pathpoint as a starting point) so that it gets to were the curve should start. Thi last point will be called A. Next, you can make an arc using two additionnal pathpoints which won't be used as actual pathpoints but for computing the arc. The first one, B, is the center of the arc (equivalent to the green pivot in the 2Dshape) and the last one, C, arbitrarily rerpresenting 1/4th of a full circle.
Then you use the _Command "C_MakeArc", adding a few _Parameters: [0] is the number of sides for a full circle and [1] the number of sides actually used (works like the 2DShape editor). [2] toggles between "aligned to side" and not (as with the cylinder tool).
If you want a fourth of a circle, then [1] must be a fourth of [0]. If you want a complete circle, they must be equal. You can use as many sections as you want. If the distance between A and B and the one betwen B and C is equal, you'll get a circle of part of a circle, but if one is longer than the other, you'll het an ellipse, of course.


Picture for clarity:
1.png
1.png (13.49 KiB) Viewed 182 times
Cryptic I know but try it and it makes sense. Here's Tarquin himself giving a short version of this blurb.
"The builder looks at the last three PathPoints; call them A,B,C in order, so C is the very last PathPoint. The arc will start at point A. B and C are used for information about the size and orientation of the arc and will be over-written. B is taken to be the centre of the arc, and C is a point 1/4 of the way around the full circle. Another way of looking at it is that line AB goes from 12 o'clock to the centre of the clock face, and BC from the centre to 3 o'clock.
Note that if these two lines are of different lengths the arc will be a piece of an ellipse rather than a circle."
You must construct additional pylons.
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