Game Level Design Issues 2005-06-28 - By Thomas Moffat Grimes
Back Err, six cubes. Floor, four walls, and a ceiling makes six, not five :) Not finished my first cup of coffee yet.
Tom
Thomas Moffat Grimes Marketing Communications Caligari Corporation
mailto:thomas@(protected) http://www.caligari.com
-- --Original Message-- -- From: TSML [mailto:truespace@(protected)] On Behalf Of Thomas Moffat Grimes Sent: Tuesday, June 28, 2005 8:38 AM To: MailingList truespace Subject: Re: [TSML] Game Level Design Issues
Hi Omar,
I actually think booleans are a bad idea, particularly if you want to be going to a game engine in the end. Building each wall separately - certainly separately from the floor but I actually think a room should be five cubes being the floor, four walls, and a ceiling - is most likely the best solution.
3D game engines have all sorts of restrictions that tS itself doesn't. What displays fine in the tS realtime renderer may not display as well in a game engine, due to concave faces, faces with more than 3 vertices, and so on. Booleans cause all sorts of trouble in this respect, as do rooms made of hollowed out cubes.
Fortunately, great advice is available on the gameSpace tutorial pages: http://www.caligari.com/gamespace/tutorial/index.asp
In particular, see these tutorials on making levels,
This page lists why booleans are "evil" (for cutting a hole in a cube to act as a window or door, so very specific to your situation) and the alternative to using them: http://www.caligari.com/gamespace/tutorial/level_exporter.asp
Then others on creating levels: http://www.caligari.com/gamespace/products/ag_mapper/ag_mapper_tutorial.asp
And a series of 3 on making prefabs to build your levels from (prefabs being pre-prepared blocks to use to assemble a level from - in this instance you could have pre-prepared "door blocks" that you could place into your rooms, then just make the remaining walls match up - eg a door block could be made of door itself, then a frame around it of separate cubes, and this could be placed in any room and the rest of the wall made of separate cubes around it, say): http://www.caligari.com/gamespace/tutorial/fantasy_prefabs01.asp http://www.caligari.com/gamespace/tutorial/fantasy_prefabs02.asp http://www.caligari.com/gamespace/tutorial/fantasy_prefabs03.asp
I think this advice will prove invaluable, as this is not just about how to model it in tS, but how to make sure it will work in a 3D engine. tS is very forgiving, able to render all sorts of geometry that other 3D apps and 3D game engines / languages would not be able to cope with, so you will need to plan ahead and model in a certain way in order to ensure that once you export everything still works as planned (don't want you to solve this with hollowed cubes, only to find when you export you have to start all over again because the 3D engine you export to can't handle it!)
Thanks! Tom
Thomas Moffat Grimes Marketing Communications Caligari Corporation
mailto:thomas@(protected) http://www.caligari.com
-- --Original Message-- -- From: TSML [mailto:truespace@(protected)] On Behalf Of Omar Campos Sent: Tuesday, June 28, 2005 7:14 AM To: MailingList truespace Subject: [TSML] Game Level Design Issues
Hello everyone,
I guess I've been a little out of it lately with other projects but here we are again. Here's the thing: I've been trying to create an indoor level using TS. I want to use one of those 3D programming languages to create a 3D virtual building. Not a building... my house to be exact. The problem is, I am having trouble making the doors. Here's how I'm doing it: first I draw all the rooms using the Cube primitive. Then I shell them out using the Shell Object tool. Then I draw more cube primitives and place them where the doors will be, and subtract them. The problem is that, since the room cubes are shelled out, sometimes the "inner cube" faces don't disappear. I tried erasing the faces with the Delete Face Tool, but it didn't work either. Because the doors are inside the rooms, I have to move the camera real close in order to work with the internal faces. When I do this, either the Delete Face Tool doesn't work or TS hangs. I tried scaling the level so the rooms would be bigger, but now it takes forever to move the camera to the place I want.
My question is: has anyone here done this kind of thing and could offer some advice on how to proceed? With the process I'm doing, it takes me about an hour to make a single good door. I'm thinking there must be an easier way to do it. If anyone can offer any advice, I would be very grateful. Thanks.
Sincerely, Omar
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