Please ask your basic (newbie) questions in here. - by scumble
Maximius on 11/4/2005 at 05:40
Many thanks sneaksiedave, problem was definitely NOT solved. I built it piece by piece but then I became worried that doing THAT might be more of a drain than carving, so I halted. Time for one more question from the kindergarten class? The plan is a four level house, each level of rooms an identical cube 256h/256w/1200b. I want to stack them with stairs betwixt. The question, stack them tightly on top of one another or place them floating a few units apart above one another? Or does it matter?
Quote Posted by SneaksieDave
There are a few of schools of thought:
1. Carving the "doorhole" out of a wall is certainly the quickest and easiest way. Also, if you ever need to move or resize the doorway, you just move or resize the hole (very cool). A big advantage to having both additive and subtractive brushes at your disposal.
2. Building it in sections around the door, as you said, is slower and harder, but you have more explicit control over the BSP splitting of brushes. That will possibly create a more optimized BSP.
3. In the long run, most of the time (if it's not a jagged, irregular weirdo brush hole) #2 is irrelevant if the BSP process does its job well, so go with #1. If performance is a serious issue or your doorway is oddly shaped, you might want to try #2.
Edit: too late! well, I'll leave this here anyway.
nomad of the pacific on 11/4/2005 at 07:01
Quote:
Originally posted by MaximiusThe question, stack them tightly on top of one another or place them floating a few units apart above one another? Or does it matter?
My money would be on leaving some space between them. You'll have more control over preventing lights from bleeding from one floor to the next. :)
sirbalu on 11/4/2005 at 08:34
Hi,
Nomad, I tried the sky building and works pretty cool. Much easier, than I first thought. :cheeky: I have some more questions to the forum members. Here they go:
-How can I make a mountain slope?(There was a wedge brush in DromEd, but I haven't found one here yet.)
-What are the polygon limits of the engine?( In my T2 FM I killed the engine several times with the extreme polycounts I used :cool: . I want to avoid it this time.)
-I always have problem with navigation in the Editor. In Dromed there was a command to teleport all the viewports to the location of the cursor position.(Synch All or something like that) Have I missed something or there's nothing like that in the T3Ed?
Thanx! :)
2003MINI on 11/4/2005 at 12:53
At first I didn't think was going to work. I was using values for the shadow extrusion that were too small, though. Once I set the value to something REALLY high, such as 2000, then it worked.
Thanks for the help!!!
Maximius on 11/4/2005 at 13:10
Quote Posted by nomad of the pacific
My money would be on leaving some space between them. You'll have more control over preventing lights from bleeding from one floor to the next. :)
Good point nomad of pacific. It occured to me that the spaces in between would be perfect for some secret type hidey places too. :sly:
Maximius on 11/4/2005 at 13:13
BTW what the heck ever happened to the scouting orbs? I have not heard it discussed, does T3ED support them? I sure could use them in the hammerite monastery right now.
SneaksieDave on 11/4/2005 at 15:54
Quote Posted by doctormidnight
I want to shoot myself now, but I would probably use the "subtract" button on accident.
:laff:
Quote Posted by Maximius
The plan is a four level house, each level of rooms an identical cube 256h/256w/1200b. I want to stack them with stairs betwixt. The question, stack them tightly on top of one another or place them floating a few units apart above one another? Or does it matter?
Hm. I'm not sure I'm getting your question exactly right, so I apologize in advance. But from what it sounds like you're making, and assuming the place has an outdoor area at all, I'd just make one huge additive cube for the whole place, then place four big subtractive brushes inside of it for each of the floors (or however many you need for each room, you know what I mean). If it doesn't have any outdoors at all, then yes, float the subtractive brushes apart by the desired thickness of the floors/ceilings. Sorry for the delay.
Quote Posted by sirbalu
-How can I make a mountain slope?
Use the Freehand Polygon tool. It looks like some dots connected by lines.
Quote:
-I always have problem with navigation in the Editor.
Right click an actor and do Obsolete->Align Cameras. Move one of the views and all will align to that actor.
Maximius on 11/4/2005 at 21:06
Its all indoors sneaksiedave so I will use the floating scheme, I had meant to mention that. Your posts are a wonderful primer. I admit I still find the Wiki a little confusing, not to use but to understand because of the techo-lingo. Im alearnin though.
I tried carving but I think because its going to be a medium small mission I am going to build by hand after all. Once I have a wall assembled, is there a way to automatically snug all the pieces into the space and close as possible to one another? Or is that simply a matter of fine magnification hand and vertex editing?
SneaksieDave on 11/4/2005 at 21:49
Heh, thanks. :) Sure, if you use the grid, you can pop them into place right alongside each other with no gap at all. Grid can be set from enormous (something like 4096 units IIRC) down to 1 unit (there's a listbox at the bottom of the editor near the grid snap button). I have mine on 1 pretty much 99% of the time, unless I'm doing a resize.
If you are having trouble getting a brush on the grid, you can either use Tools->Report Off-Grid Brushes and snap them all on that way, or you can right click a vertex of the brush to align it to the grid (worked in Unreal, I think it still does here too).
If you don't use the grid... use the grid. ;)
Maximius on 12/4/2005 at 15:25
SneaksieD thanks again for the $$$ info, I did the grid, thank goodness cause my map was acting whacky. Good news! I have almost the complete layout of the basement of the house done, four small rooms, storage, kitchen, servants quarters and the dining room. But where in the hell are all the beds? Must be in another matlib folder.