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REQUEST: I need a Prefab of a Roof - A Forum Thread for Counter-Strike: Source

Please Help me :)

Hey guys :) i m mapping on my new map called de_atom. But i need a special Roof. Here's a picture of the roof in real world: http://www.imgbox.de/users/public/images/jYS7c2QMAZ.jpg . But i dont know how to create such a Prefab. If some1 would be so kind to create a Prefab or Model and would send it to me...i would be so thanksful :D Thnx matez
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    Carma Joined 11y ago
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    I think you can make that by using displacement. :)
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  • smoGG. avatar
    smoGG. Joined 11y ago
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    > **Posted by %%Carma%%** > > I think you can make that by using displacement. :) i already tried it and didnt work for me :( can u create one pls? :)
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    Mantra
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    Drown Joined 11y ago
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    Isnt this just a sphere? Do you want it to be opened (that you can go insidre) or just for decoration issues?
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    smoGG. Joined 11y ago
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    No it must be opened, so that i can walk around inside...
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    Mantra
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    Carma Joined 11y ago
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    I will try. But you will have to wait, little time. :)
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    Jonny-higgins username pic Joined 15y ago
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    Divide it up into several sections and then use the vertex manipulation tool. Unfortunately I don't have SDK on my laptop else I would happily do this for you.
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    Displacements would be simple to do. What are the locations of the entrances/exits though/ For proper sewing/subdivision the displacement edges either need to match one another or be at ones half or 1/4 points. You can take each side of a cube and dice it into 9 and delete the bottom middle one to make an entrance for instance, and the rest will still subdivide (HINT: Delete after full subdivision to get proper sphere smoothing). To make life easy you can try and use a $nocull variable in the texture to have it appear on both sides, never actually done that with a displacement before but figure it shouldn't be an issue.
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    > **Posted by %%Logan Dougall%%** > > Displacements would be simple to do. What are the locations of the entrances/exits though/ For proper sewing/subdivision the displacement edges either need to match one another or be at ones half or 1/4 points. You can take each side of a cube and dice it into 9 and delete the bottom middle one to make an entrance for instance, and the rest will still subdivide (HINT: Delete after full subdivision to get proper sphere smoothing). > > To make life easy you can try and use a $nocull variable in the texture to have it appear on both sides, never actually done that with a displacement before but figure it shouldn't be an issue. Thanks but i need some help. my english skills are so bad and these expressions......:D Prefab of som1 would be awesome^^
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    Mantra
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    Carma Joined 11y ago
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    I will try to make it for you in few hours. But don't be angry if i fail. Okay? :)
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    smoGG. Joined 11y ago
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    Thanks for your help carma. i can wait and it isnt bad if u fail :)
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    I will start it now. I will report you back when i'm done. :)
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    Sorry man. I can't make that. :(
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    > **Posted by %%Fibbs%%** > > http://www.gamebanana.com/tuts/7898 > > There's a gif at the bottom with specifically what you want. Thanks mate! i wil try
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    smoGG. Joined 11y ago
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    > **Posted by %%Carma%%** > > Sorry man. I can't make that. :( Dont mind...u tried it :)
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    Thanks. I just can't make it.
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