STiFU on 15/10/2005 at 17:08
Is it still possible to convert a static mesh to a brush, as you could easily do that in the ut editor? I want to make holes into the round big fountain so that i can let water run out. And if that really isnt possible anymore: Can i edit the meshes somehow in c4d? i do not have 3ds... :erg:
ascottk on 15/10/2005 at 17:26
Quote Posted by STiFU
Is it still possible to convert a static mesh to a brush, as you could easily do that in the ut editor? I want to make holes into the round big fountain so that i can let water run out. And if that really isnt possible anymore: Can i edit the meshes somehow in c4d? i do not have 3ds... :erg:
It isn't possible but I would place a small pipe in the spot where you want the water come out & use an emitter (WaterfallThin might work) on the pipe. You may have to add a new skin to the pipe so it matches the fountain.
Ziemanskye on 15/10/2005 at 17:26
You could convert static meshes into brushes???
I know it worked the other way around - brushes into smeshes, but that was kind of frowned upon because it left you with redundant polys and didn't use smoothing groups and stuff.
Otherwise, for now, no, you probably can't edit them in c4d, since people are still trying to work out the file formats.
STiFU on 15/10/2005 at 17:42
Quote:
It isn't possible but I would place a small pipe in the spot where you want the water come out & use an emitter (WaterfallThin might work) on the pipe. You may have to add a new skin to the pipe so it matches the fountain.
Thats how i wanted to do it, but i want to bool a hole into that fountain and that is only possible with brushes isnt it? Could need a tiny tutorial for this. But thanks for your fast help.
Quote:
You could convert static meshes into brushes???
Im only noob, but i just read it in an tutorial. The ut tutorials are still better right now... :)
(
http://udn.epicgames.com/Two/StaticMeshesTutorial)
Ziemanskye on 15/10/2005 at 19:51
Quote Posted by Ziemanskye
You could convert static meshes into brushes???
I guess you can/could.
I've never had any need to though, which would explain why I hadn't noticed.
Krypt on 15/10/2005 at 21:27
Building something like that out of BSP, especially with holes broken out of it, is a recipe for disaster in this engine. You'd probably get a bunch of BSP holes and a large performance hit if the geometry is as complex as the static mesh. Do what ascottk suggested and find some way to achieve the same effect with clever static mesh placement. It might even look ok if you just placed the emitters coming out of the side of the fountain. You could say there are cracks and small holes the water is leaking out of.
Ziemanskye on 15/10/2005 at 23:19
Or just put the pipe in like ascottk suggested, and use a particle for a "dark hole" before the rest of the particles come out.
Crispy on 15/10/2005 at 23:37
Or use a custom texture which is the same as the original one but with a black hole in the appropriate spot. You could even tweak the normal map to add some apparent depth to the hole.
STiFU on 16/10/2005 at 10:32
Wow thanks for your help. I guess the texture method is a little bit too far away for me. Ill just plant the ermitter there and check out how it looks like... thanks!
While im here yet: How must i tweak a light so that its shadow moves like a fire's one :) . I mean i have a fire here but it doesnt look so cool with these moving shadows and so on.
Ziemanskye on 16/10/2005 at 10:44
You need to add a property to the light - LightBehaviour then set it to WavyFlames (I think - the idea's right though the names might not be).