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Quarter Pipe Generator

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Generates a quarter pipe ramp as a .map file to be opened in GtkRadiant.

radius: The radius of the face of the ramp.
slices: The number of individual surfaces that will make up the ramp.
crossSection: The overall height and depth of the ramp. This parameter is ignored if shingles are being generated.
length: How long the pipe is. Can also be described as the width of the ramp face.
extrudeTopNSlices: If this is greater than zero and if extrudeRadiusFactor is greater than one, the topmost extrudeTopNSlices vertices of the ramp will be pushed back so that the top of the ramp is no longer vertical. It "relaxes" the top of the ramp to have a less steep slope.
extrudeRadiusFactor: Used together with extrudeTopNSlices. This value should be greater than one and extrudeTopNSlices should be greater than zero to make the top of the ramp less steep. It is possible to use values slightly less than one here to generate an "oversteep" top, but if used improperly, poor results will be generated, or [possibly] nothing will be generated at all. A value of 1.0 corresponds to a normal ramp with perfectly vertical top. Otherwise, the top vertices are generated based on a radius of radius * extrudeRadiusFactor. You can use this tool for calculating extrudeRadiusFactor.
adjustForOverlappingPipeCuts: In the case where overlapping pipe brushes are needed, the overlapping brushes may be cut at the top of the ramp (at z = 0) and at the bottom of the ramp (at x = 0) in order to make a perfect quarter pipe with no brushes sticking out beyond these two planes. Use this flag to adjust vertex positions so that after the cuts, the resulting brushes are aligned along integer coordinates. Use this flag on non-overlapping brush generation also in case normal brushes are superimposed on top of overlapping brushes.
adjustForOverlappingBowlCuts: If this pipe is going to fit perfectly at the seam of a quarter bowl, and if that bowl will be made of overlapping brushes which will be cut at the top (at z = 0), use this flag on both the bowl and on the pipe so that the resulting cut brushes from the bowl will lie on integer coordinates.

generate normal non-overlapping brushes Generates ordinary brushes. To make a slick ramp for jumping purposes, you will either have to add shingles to the ramp or generate overlapping brushes in order to prevent "bouncing". Another purpose for normal brushes is to define the visual component of a structure, for example by using surfaceparm nonsolid.
generate overlapping brushes Overlapping brushes are useful for making slick ramps (for jumping) such that the player doesn't "bounce" off the surface. However, it is not advised to texture the overlapping brush faces with drawn textures. Instead, apply slick caulk which does no damage to all of the overlapping brushes, then superimpose a set of normal non-overlapping brushes that have surfaceparm nonsolid.
generate cylinder shingles Can be used together with non-overlapping brushes to create smooth surfaces that allow for high speeds while clinging to the inside of a cylinder. These shingles are one-directional. Cylinder shingles are useful when the pipe is put on its side to form a cylinder. They are also used for the top half of a vertical loop.
generate ramp shingles, top shingle square Can be used together with non-overlapping brushes to make smooth slick ramps for jumping. You may want to generate cylinder shingles if the pipe brushes are to be used as an upright cylinder or as the top part of a tube or loop. The top shingle is square to prevent lemmings.
generate ramp shingles, top shingle triangular Same as above, only top shingle is just like the rest of them. These shingles should be used for the fourth quarter of a loop.