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moving handrails

Posted: September 16th, 2010, 12:42 pm
by megazor
i want to make handrails for my escalator. i want them to be both realistic and moving.

i tried realizing it with many small brushmodels moving one after another so that they together might seem like an escalator handrail, but it looked ugly, because the brushmodels, when moving in an arch, werent making up a smooth circular surface - there were visible corners. to make it look more realistic, its necessary to decrease the size of the models and, obvious increase their amount. and, in addition to it, write a bigger script.

failed in making it with brushmodels, i decided to use a moving texture. i made one for straight parts of my handrail, but, regarding circular parts, i dont know how to make a texture rotate so that there are no seams between straight parts and rotating ones.

Image

Re: moving handrails

Posted: September 16th, 2010, 12:43 pm
by megazor
so it should be looking like that in-game, plus moving.

Re: moving handrails

Posted: September 16th, 2010, 7:38 pm
by Drofder2004
The only way of making it so no gaps appear is to essentailly overlap the brushes so that when it turns you will get a smoother look, but not great.
Another idea would be to simulate the turn by simply using a static brush to cover up the area where the gaps would be appearing.

Also, if you use an origin brush with your script_brushmodel you can reset your origin of the model outside of its usual bounds.
As for example:
Image

Use that with the rotate function to get a smoother trasnsition (better than rotating the brush).

Re: moving handrails

Posted: September 17th, 2010, 3:25 am
by megazor
did i say there had been gaps between small moving brushes? i made it so that it all was ok, but looked NOT realistic, coz it wasnt a circle, it was an polyhedron. yes, pretty similar to a circle, but its corners spoiled its look. to get rid of it, to make it be very similar to a circle, i would have to create much more brushes.

also, my brushes didnt make up gaps between each other -> they had to overlap -> their textures conflicted -> it looked ugly.

so u gonna say i can do nothing with texturing to settle the issue?

Re: moving handrails

Posted: September 17th, 2010, 7:30 pm
by Drofder2004
Misread.

To answer you question, no, unless you want to use multiple textures.

Re: moving handrails

Posted: September 17th, 2010, 11:40 pm
by Soviet
As Drofder said, it would probably be possible with multiple textures synchronized properly. I assume you used tcMod scroll for your moving textures? There is also a tcMod rotate command. Here, this manual has the most in depth information on CoD1 shader files I've ever found

http://toolz.nexuizninjaz.com/shader/sh ... ction6.htm

Re: moving handrails

Posted: September 18th, 2010, 2:09 am
by megazor
i had tried rotating, but at little speed ('tcMod rotate 1' corresponds to it) it rotates NOT smoothly.

Re: moving handrails

Posted: September 29th, 2010, 2:08 pm
by BatterY
Fill the gaps with brushes so that the gap is minimal.
handrail.png
That's my idea, but i don't know if drof said it already; didn't understand the pic:

Drofder2004 wrote: As for example:
Image

Re: moving handrails

Posted: September 30th, 2010, 8:43 am
by megazor
lol i had done it long time ago before u wrote that post. there WERE NOT gaps, but there were some texture issues and in addition a big amount of moving brushes decreased fps. then i decided to give it up.