This is a quickly thrown together tutorial that combines a few basic
concepts together that can be used with the Radiant version of level
editors for quake engine based games. This tutorial covers the 0:2
1:4 2:4 3:3 4:2 4:1 2:0 brush clipping method for creating rounded
brushes that scale properly on the grid as well as a tutorial on how
to use 3 point clipping.

First we will create a box. The box I created was 64x64x32 though
you can create any size. For this tutorial I would highly recommend
creating a box that is a multiple of 8 (8, 16, 32, 64, 128, 256, 512...).

Next we will start to clip the brush with the 0:2 1:4 2:4 3:3 4:2
4:1 2:0 brush clipping method. Notice I switched the grid down so
that the grid bisects the brush 16 times. This is so I can use this
method of brush clipping properly. The first step here is to count
0 grid points over and 2 grid points up and place my first grid point.
This is the 0:2 part of this brush clipping method. I place my next
point at 1 grid point over and 4 grid points up from that point(1:4).
Next, you will clip the brush off leaving the large half in place.

We continue with this method now placing a clip point at our last
clip point(the 1:4 point) and then another at 2 grid units over and
4 up from that point(2:4). Next, you will clip the brush off leaving
the large half in place.

We continue with this method now placing a clip point at our last
clip point(the 2:4 point) and then another at 3 grid units over and
3 up from that point(3:3). Next, you will clip the brush off leaving
the large half in place.

We continue with this method now placing a clip point at our last
clip point(the 3:3 point) and then another at 4 grid units over and
2 up from that point(4:2). Next, you will clip the brush off leaving
the large half in place.

We continue with this method now placing a clip point at our last
clip point(the 4:2 point) and then another at 4 grid units over and
1 up from that point(4:1). Next, you will clip the brush off leaving
the large half in place.

For the last leg of our journey, the 0:2 point, we do not need to
create and clipping points. The 0:2 section is automatically created
because of how we went about clipping the rest of the brush. At this
point we should split the brush up by clipping from the bottom corner
to each of the corner points we just created to create a mesh of triangle
brushes.

Now we will start 3 point clipping each of these brushes. We will
only have to do this on half of the brushes, as we can duplicate and
flip them later. Lets start with one of the outside brushes. We set
the first clip point where all the triangle brushes converge together
at a point. We set point 2 up from this point, and point 3 up and
across from this point, as illustrated in the 2D view of the example.
Next go to a side view and make sure point one is on top of the brush,
while point 2 and 3 are touching the bottom, as shown in the 3D view
in the example. At this point you are ready to clip, you might have
to flip the clipping plane.

Do the same steps as detailed above again with the next piece.

Do the same steps as detailed above again with the next piece.

Do the same steps as detailed above again with the next piece.

Now just delete the unclipped brushes at this point. You should be
left with 4 brushes.

Again, no magic here. We just lowered the grid to the next lowest
grid setting, and moved about halfway down the brush finding a spot
where two grid points interset with the sides of the brush and began
the 0:2 1:4 2:4 3:3 4:2 4:1 2:0 brush clipping method again, only
this time in reverse. Clip the first brush as illustrated using the
0:2 portion of the method.

Continue clipping using the method detailed before. This brush will
be clipped using the 1:4 part of the method.

Continue clipping using the method detailed before. This brush will
be clipped using the 2:4 part of the method.

Continue clipping using the method detailed before. This brush will
be clipped using the 3:3 part of the method.

You should now be left with 4 brushes. Select the first 3, not including
the last brush you just used the 3:3 part of the method on. We will
be duplicating these three.

Duplicate these brushes and then rotate them and flip them so that
they match up with your other brushes. You should now end up with
pie shaped wedge that is 1/4th of a circle.

Duplicate this entire section 3 more times to get a full circle of
brushes. You can merge the brushes aligned to the cardinal directions
together(0, 90, 180, 270). Of course this would be a lot easier if
you just created a curve patch, as illustrated.