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Game Level Design Issues

Game Level Design Issues

2005-06-28       - By DAVID STUBBS

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Hello Omar,

2D - 3D suggestions Here is one or two suggestions which may work for you there
.  If a 2D model is required one way is to:

Wall
1): Create a 2D image of it and copy it to a primitive plane 2): Trace the wall
outlines to capture its distinctive features 3): Use the material editor to add
color and texture accordingly

Door:
1): Create a 2nd image for the door and  2): Trace the outlines of the
distinctive features
3): Use the material editor to add color and textures.  What about door hinges
to create a separate object appearance?

Door Motion:
If you want the door to swing establish its location  add an axes, rotate to
pivot on hinge. Use the object info panel to get exact coordinates.

For 3D: Using primitives
If 3D then create door hinges and place em on the walls door frame and on the
doors frame as well. This way you can create a 2nd object for the door. Since
it has hinges the door will lock
onto the walls frame. With an axes added to the door you can pivot its swing
motion as you like. Again use the object info panel for your coord references
to align the door to the walls door frame.

tS Tools
Object Info panel - coords reference, primitives for walls, Quad divide, delete
and or add face,vertices: wall definition, magnetic tool - attach door to face
and slide into exact position using the object info panel.  Glue and unglue
tools for joins if required. Axes tools for pivot at various workspace
locations, materials tools for appearance definition of color and texture

tS Methods editing primitive sized cube for walls. Quad divide, delete face
,vertices etc can help as well with a wall frames whether a door or window.

location placements of a primitive will do just as much as boolean adds or
glueing if the positions are constant or static in state. Use control key to
move the object(s) collectively otherwise compose collectively using glue,
unglue or boolean.

Hope this helps

David





Omar Campos <hypermeister@(protected)> wrote:
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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<DIV>Hello Omar,</DIV>
<DIV>&nbsp;</DIV>
<DIV>2D - 3D suggestions Here is one or two suggestions which may work for you
there.&nbsp; If a 2D model is required one way is to:</DIV>
<DIV>&nbsp;</DIV>
<DIV>Wall<BR>1): Create a 2D image of it&nbsp;and copy it to a primitive plane
2): Trace the wall outlines to capture its distinctive features 3): Use the
material editor to add color and texture accordingly</DIV>
<DIV>&nbsp;</DIV>
<DIV>Door:<BR>1): Create a 2nd image for the door and&nbsp; 2): Trace the
outlines of the distinctive features </DIV>
<DIV>3): Use the material editor to add color and textures.&nbsp; What about
door hinges to create a separate object appearance?</DIV>
<DIV>&nbsp;</DIV>
<DIV>Door Motion:<BR>If you want the door to swing establish its location&nbsp;
add an axes, rotate to pivot on hinge. Use the object info panel to get exact
coordinates. </DIV>
<DIV><BR>For 3D: Using primitives</DIV>
<DIV>If 3D then create door hinges and place em on the walls door frame and on
the doors frame as well. This way you can create a 2nd object for the door.
Since it has hinges the door will lock</DIV>
<DIV>onto the walls frame. With an axes added to the door you can pivot its
swing motion as you like. Again use the object info panel for your coord
references to align the door to the walls door frame.</DIV>
<DIV>&nbsp;</DIV>
<DIV>tS Tools<BR>Object Info panel - coords reference, primitives for walls,
Quad divide, delete and or add face,vertices: wall definition, magnetic tool -
attach door to face and slide into exact position using the object info panel.
&nbsp; Glue and unglue tools for joins if required. Axes tools for pivot at
various workspace locations, materials tools for appearance definition of color
and texture</DIV>
<DIV><BR>tS Methods editing primitive sized&nbsp;cube for walls. Quad divide,
delete face,vertices etc can help as well with a wall frames whether a door or
window.</DIV>
<DIV>&nbsp;</DIV>
<DIV>location placements of a primitive will do just as much as boolean adds or
glueing if the positions&nbsp;are constant or static in state. Use control key
to move the object(s) collectively otherwise compose collectively using glue,
&nbsp;unglue or boolean.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Hope this helps</DIV>
<DIV>&nbsp;</DIV>
<DIV>David</DIV>
<DIV>&nbsp;&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV><BR><B><I>Omar Campos &lt;hypermeister@(protected)&gt;</I></B> wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER
-LEFT: #1010ff 2px solid">Hello everyone,<BR><BR>I guess I've been a little out
of it lately with<BR>other projects but here we are again. Here's the<BR>thing:
I've been trying to create an indoor level<BR>using TS. I want to use one of
those 3D programming<BR>languages to create a 3D virtual building. Not a<BR
>building... my house to be exact. The problem is, I<BR>am having trouble making
the doors. Here's how I'm<BR>doing it: first I draw all the rooms using the
Cube<BR>primitive. Then I shell them out using the Shell<BR>Object tool. Then I
draw more cube primitives and<BR>place them where the doors will be, and
subtract them.<BR>The problem is that, since the room cubes are shelled<BR>out,
sometimes the "inner cube" faces don't disappear.<BR>I tried erasing the faces
with the Delete Face Tool,<BR>but it didn't work either. Because the doors are
<BR>inside the rooms, I have to move the camera real close<BR>in
order to work with the internal faces. When I do<BR>this, either the Delete
Face Tool doesn't work or TS<BR>hangs. I tried scaling the level so the rooms
would<BR>be bigger, but now it takes forever to move the camera<BR>to the place
I want.<BR><BR><BR>My question is: has anyone here done this kind of<BR>thing
and could offer some advice on how to proceed?<BR>With the process I'm doing,
it takes me about an hour<BR>to make a single good door. I'm thinking there
must be<BR>an easier way to do it. If anyone can offer any<BR>advice, I would
be very grateful. Thanks.<BR><BR>Sincerely,<BR>Omar<BR><BR>__ ____ ____ ____ __
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