Hints, tips and tutorials for 3D modelling & content creation
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3D modelling & meshing, level editing and textures makingHints, tips and tutorials for 3D modelling & content creation [back]Creating curved or spiral stair waysResources
Contents ^
Introduction to Spiral Stairs ^Creating spiral or curved stairs using GTK or Qe Radiant is probably one of the most tricky things to try when you're new to level editing; it needn't be, and once you get to grips with the basic principles involved you'll be able to do different types and sizes of staircases. How come there are so many ways to do spiral stairs? ^There are three generally accepted methods used by level designers to create curved or spiral stairs using the Radiant editor (GTKRadiant or QeRadiant).
This method makes use of various forms of patch mesh end caps, bevels or curved mesh sections as a cutting template; the patch mesh sub divisions (the red lines you see in the editor) act as guidelines along which you cut or draw out a brush block. The angled crosscut method relies on equidistant cuts made across a brush from one corner to the outer edge of the brush block. A cut is made from one corner to a set grid point, each subsequent cut covers the same grid distance between each segment. Makes use of a 'mirrored' brush prefab object that's duplicated and then rotated a certain number of degrees per step unit. The best method for making spiral stairs ^There isn't a 'best method' per say, but there is a 'most accurate'. The patch mesh and crosscut method result in steps of an uneven size due to the way the apex of a curve and the grid divisions decrease depending on angle and distance between clipping points - the shallower the angle the less width the brush has along the 'guide' edge of the brush - the result are steps that are smaller towards the centre of the stairway's rotation than those on the outer edge which are aligned to the grid. Only the 'fan blade' method creates 'accurate' steps of uniform size because it makes use of exact copies of each step set, meaning that as the stairs rotate their relative size isn't altered. The following tutorial runs though the process of using the 'fan method' for creating spiral stairways. I don't like going round in circles! ^The first thing to do is create a base 'template' from which the spiral staircase will be constructed; it's highly recommended that you texture the brushwork before you begin manipulating the objects because textures on brushes that are at an acute angle to the grid ('none axial') are very tricky and time consuming to align, so much so in fact that should you make a mistake it's often quicker to delete the stairs and rebuild.
Step one - initial brushwork ^Depending on how visually interesting you want the stairs to look you can either use a single block covered in one texture. Or it can be broken down into a number of composite brushes each using a different texture depending on what you're trying to do.
Step two - clipping ^The clipper tool is a useful feature of Radiant that allows speedy brush manipulation by cutting blocks into sections rather than individual block placement. It's also a useful 'cross cut' tool allowing shapes to be created that otherwise can't using the default brush 'drawing' approach. Using the clipper tool (by pressing 'X'), place 2 points at each corner of the brush to create a cut line diagonally across the brush.
You should end up with something similar to the image below; Step three - duplication ^Once you've got a textured section, in order for this method to work correctly it needs duplicating. The reason for this is that later on we'll be using the 'rotate' tool which turns selected objects around their relative centre of mass; in other words, rotating the section on its own would rotate the object around it's current centre of mass and not the point (on the right hand side) as we need.
You may need to reposition the brushes slightly once done, by the end of which you should have two sections of brushwork position similar to the image below. Step four - func_group ^The easiest way to manipulate a number of brushes is to group them together into a func_group; this also prevents the brush distortion that sometimes happens when trying to manipulate multiple objects.
Step five - func_group duplication ^Once the prefab is func_grouped it's now simply a matter of duplicating the original and then using the duplicates as further step units for the full spiral stairway. To duplicate the original prefab;
Step six - arbitrary rotation ^Radiant only has 90° rotation options by default so to use smaller angles of rotation you have to use the 'Arbitrary Rotation' option from the 'selection' menu. You can do the following 'by eye' or work out some math to get the initial rotational angle you need 360 (full circle) divided by the number of steps you want to have in the spiral. Doing the latter means that the brush prefab may need adjusting to you don't get any gaps you didn't anticipate between the steps.
In order to get this to work correctly and to make sure the brushwork prefab doesn't distort too much, make sure you only use the original selected prefab from which to do the rotations, incrementing the angle with each iteration of the prefab; 15, 30, 45, 60, and 75. Step seven - stacking ^Once the prefabs needed for the steps have been rotated it will result in a quarter turn that allows you to then duplicate the whole lot and have the bottom step fit with the top of the previous section when stacking the stairs. Before doing that the individual steps need to be stacked on top of each other.
Once you've rotated each section you should end up with a stepped 'fan' Step eight - repositioning ^Leaving the stacked steps in their default position after rotating the individual units can be a little tricky to work with, so what can be done now is to select one half of the stack and rotate it so that it sits over the unslected half of the prefab. Once there it simply needs to be moved upwards (or downwards) so the lower step of the upper half sits on the top step of the lower half. Select all, ungroup the objects (right click > ungroup entity) and then regroup into a func_group to get a usable 180° turn and you're done. This should then produce a prefab that will 'lock' onto itself when further stacked upwards. Design note : When duplicating and rotating the units in step six above, you may have noticed that a full 180° isn't required. The reason for this is to allow the steps to 'lock' onto each other as mentioned above where each completed step unit can sit on top of itself without the need to select and delete a stage. Making a spiral staircase video walkthrough ^Watch the following video walkthrough of the process of creating a set of spiral stairs before or after reading the text and image tutorial above as it will show the process as described above in 'real time'. Spiral Staircase video walkthrough |