Creating Rubble and Ruined Walls.
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This is the technique I use to make
ruined walls and your
general rubble laying about.
First, create your wall and floor (for tutorial purposes).
You will notice I have a few caulked segments, this is explained
Then begin to split each extra segment into triangels.
Use the clipper tool 'x'. And make the cut from corner to
corner. Press SHIFT+ENTER to make a split, rather than a cut.
This allows for easy vertex editing later on. Another way would
be to turn "Vertex editing splits face" in
Edit --> Preferences --> Editing in GTKRadiant.
But it can cause illegal brushes if you're not careful.
Once you have split the segments, group them. It's much
easier to manage once they are grouped.
Now that you've split them, you can texture them.
The reason for waiting until now is because the cut seams inside
the original square will sometimes be textured with what ever is
So it is best to make it caulk until this part is done.
Now press the Scale X and Scale Y buttons so that you snap
your movement to the Z axis to prevent illegal brush deformations.
Then press 'v'. Since you already grouped the wall segments earlier,
should be seeing every vertex for the wall. (except the original
Now you can begin safely editing the wall to your liking...
Well, thats the wall part done.
With a bit of duplicating and flipping, you can end up with a
side of a house, or something, that has been blown away.
Now it's ready to add some rubble into this mess of a wall!
Ok, to add rubble, I use the same block splitting technique
But I make it a perfect sqaure. Usually 64x64 units.
Once you have split this into 2 triangles (or wedges) group it again
and begin duplicating it as you see below.
Remember, start with caulk.. always.
It will prevent ugly overdraw and z_fighting issues as well as
reducing r_speeds if you always caulk before texturing!
Neatly add single triangles (just delete half a sqaure group)
and use them to 'round' off the rubble.
You can see that I've even changed some of the original wedges to
look more natural. Just don't alter the heightof any of the vertices
at this stage.
Now its time to group all the rubble and use the same
vertex editing technique
as before. First, lower the rubble down to the ground level (it
will look weird for a while).
Lock in Z axis sliding and press 'v'. Now you can muck around with
your rubble until it suits your look.
Thats it! There is now a 'house' or wall that has been smashed and
rubble lying around it!
I've even added some quick wooden planks to make the ruined effect
more pleasing to look at.
In conclusion, this technique is very handy and can be applied in
many other areas
of mapping than just rubble. It is not costly on r_speeds and has