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Smooth surf ramps the RIGHT way
- A Tutorial for Source Engine
the right way to create smooth surf ramps that are bug free.
The right way to make smooth surf ramps - by CHECK EM
I want to point out here that while there are other methods of creating surf ramps, this should be the only way as it (in my case) completely gets rid of ramp glitches. I've never got a ramp glitch on any of my ramps made this way. While I'm not sure if it completely gets rid of it (I'm almost positive it does because it's never happened to me) there still may be a very, very small chance of it happening.
NOTE: It seems as if people do not know the difference between ramp glitches and sticky surf. Ramp glitches occur because the ramp was made poorly. This tutorial completely (I have yet to experience one) gets rid of ramp glitches. HOWEVER, it does not get rid of 'sticky surf' which occurs on even flat surfs and is a rare occurrence within itself. This is unavoidable. I'm simply giving you a ramp that will not glitch because of mapper error.
I have seen tons of tutorials on how to make smooth ramps, and none of them are correct. I apologize if this method has been posted before but I looked for it and didn't see it. This method
is the RIGHT way to make smooth surf ramps and should be the only method used to create surfs.
I am going to go over every detail to make sure you know exactly what I'm doing and how I'm doing it. I will try my best to leave nothing out. Feel free to leave me any questions you may have.
Alright, for this tutorial I'll be making a double sided surf. So start off by creating a brush at 768 width, and 544 height.
Select the brush you just made and enter clipping mode. Next you want to place one end of the clipping plane 64 units above the bottom left corner, and the other one you're going to count up 5 squares, and to the right 4 squares. (my grid size is 32)
The reason you're leaving 64 units at the bottom is because it greatly reduces the chance of a surf glitch to occur.
Now you can press enter and it should slice for you. Do the same thing to the bottom right and you should end up with a triangle with a 64 unit base.
Next we are going to duplicate the triangle and rotate it. You can rotate however many degrees you wish, but for simplicity I'm going to be using 5. I recommend 2.5 degree rotations for smoother ramps.
Select the triangle, hold shift and drag it over a bit to make a copy of it. You should have two triangles now. Select the copy of the triangle you just made and press Ctrl + m.
Put the number you want to rotate by in the correct axis (this depends on which axis you made your slices on) and you should end up with something like this.
Next we're going to align the corners. This is where every other tutorial I see fails. Select the rotated triangle and enter vertex manipulation mode. In my case, I'll be aligning the bottom left corner of my rotated triangle with the bottom right corner of the one that is not rotated.
In vertex manipulation mode (you may want to press it twice so you only see the white squares) select the entire ramp.
(Note: I didn't like how extreme my curve was so I adjusted the width of my ramps. Wider segments make the curve more drawn out,)
Now that we have these lined up, we can group them. Enter selection mode, hold Ctrl click on both of the segments and press Ctrl + g. Now when we select any one of our segments, all of them are selected. Select the segment group, and enter vertex manipulation mode again. Select everything and align the bottom right (in my case) vertice to a grid point. This is so we can align the next portion of our ramp correctly.
Now go back to selection mode, select the group of ramp segments, and make a copy (hold shift and drag it over)
Now we're going to rotate the segments. Select the group of segments you just made via copy and press Ctrl + m. This time we're going to be entering 10. We enter 10 because we already have one of the segments rotated by 5, so now that we have two segments that number is doubled. (if you're rotating by 2.5 degrees you'd rotate by 5 if you had two segments).
Now Just like before, we're going to select the group of ramp segments we just rotated, enter vertex manipulation mode, select everything and align the bottom left (in my case) of the ramp with the bottom right of the other group of ramp segments.
Now you can select both group segments (hold control and click them) and press ctrl+g to group them.
And that's it. You've just made a smooth as butter surf ramp. Just repeat the process for however big you want your surf ramp to be.
Thanks to nyro for teaching me this method.
> **Posted by checkem**
> > **Posted by Rubber Johnny**
> > Shouldn't you clip the first segment like shown in [this video] to avoid overlapping brushes?
> > I've heard that it helps performance a bit, but I could be wrong as I've also heard that it doesn't matter if brushes overlap.
> no. you don't want to clip brushes like this for inward curved ramps. overlapping brushes isn't that big of a deal for surfs. in goldsrc you absolutely did not want to overlap brushes but it doesn't really matter in source. just make sure all your ramps are func_details.
> his method might work for outward curved surfs but there is a different more accurate way to make outward curved surfs that wont bug out. I'll probably do a tutorial on this in the future.
> **Posted by Rubber Johnny**
> Shouldn't you clip the first segment like shown in [this video] to avoid overlapping brushes?
> I've heard that it helps performance a bit, but I could be wrong as I've also heard that it doesn't matter if brushes overlap.
no. you don't want to clip brushes like this for inward curved ramps. overlapping brushes isn't that big of a deal for surfs. in goldsrc you absolutely did not want to overlap brushes but it doesn't really matter in source. just make sure all your ramps are func_details.
his method might work for outward curved surfs but there is a different more accurate way to make outward curved surfs that wont bug out. I'll probably do a tutorial on this in the future.
Shouldn't you clip the first segment like shown in this video to avoid overlapping brushes?
I've heard that it helps performance a bit, but I could be wrong as I've also heard that it doesn't matter if brushes overlap.