SubJeff on 17/6/2005 at 08:30
Really? How though? I've tried using BSP sheets but they are untextured on the "top" side, and that's true even if you flip them over.
If I could use them it would be perfect. I don't want huge outside areas but levels like Trail of Blood (T2) which are more "organic" are sadly lacking in T3. There are loads of tree meshes that can be used for gardens, goves, forests etc. In fact there are lots of really nice grasses and stuff that could be used to great effect. I'll have to do some more experimentation.
Komag on 17/6/2005 at 09:28
You can make the ground slanted, if that's all you're refering to. Try Vertex Mode and using the Front and Side views to adjust your BSP to make hills. You may mean something else though, I'm not sure what BSP sheets are.
scumble on 17/6/2005 at 10:00
Sheets aren't really meant to be used in that way. They tend to be used as portals or in skyboxes.
Anyway, SE, Thief 2's level geometry is all some form of BSP (I think). Possibly the primitives make creating organic shapes easier, but all you have to do is a little more work with brush intersection and deintersection, clipping, and so forth. Also lots of vertex editing will help.
SubJeff on 17/6/2005 at 11:10
Aha, that's why the sheets aren't working. Okay. Thanks scumble. Vertex editing it is then. Gosh these missions are going to be big and take an age to build (as in Build All). And I don't just mean mine. But if that's the way it's done in T2... Funny thing is in T2 I can forgive sharp edges in terrain but in newer engines they seem to jar a little with the rest of the graphics.
I forget if you can add horizontals and verticals to cubes and the like for vertex editing. I'm not at home right now so I cannot check. Ah well, next week I'll have a go, see if I can get some nice landscaping going on. :)
OrbWeaver on 17/6/2005 at 11:12
You can make undulating ground by "quadsouping", whereby you create a number of adjacent brushes with their vertices moved to produce an uneven surface.
It is very tedious to do and you have to watch out for the dreaded BSP holes - even if you snap to grid this method produces quite a lot of them.
Oldeye on 19/6/2005 at 05:06
I'm making a forest area in my mission going up to a house. I just have a trail going through a series of meshes -- dirt piles, rock piles, bushes etc. It was kind of tedious placing the pieces of trees together though...I just made like 5 tree variations and duplicated them. It' working out fine so far.
What is the maximum polygon count fleshworks can handle anyway?
ascottk on 19/6/2005 at 16:18
Has anyone played around with the TerrainInfo Actor?
Nevermind, seems worthless w/o a terrain tool.
SubJeff on 1/7/2005 at 22:18
Ok, that's an interesting little program. But I've no idea what to do with the terrain once I've built it. I'm DLing the UnReal ref now to see what the deal is.
Ok, I've tried it using the first method in this tutorial :
(
http://www.planetunreal.com/jaspos/terraedit/terraedittut.shtm)
And it it works! I'd take a screenshot but it was ugly as hell. The main thing is it works just dandy. Wiki-ing now :thumb:
Crispy on 2/7/2005 at 07:13
You mean you actually managed to get terrain into T3Ed? Nice...
Does it actually work using the Flesh renderer output, though? What about in-game? I thought Krypt said that Flesh has no terrain support. :weird: