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Game Level Design Issues

Game Level Design Issues

2005-06-29       - By DAVID STUBBS

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Hello Emannuel,

I can see that the idea you have presented  is to have an approximate template
as a base model to start other designs. However, it is unclear as to exactly
how the process is implemented with the trueSpace toolset as you have explained
the method.   Would you be so kind as to review my questions underside of your
writing and correct or explain towards a finer sense of clarity, please.

Emannuel wrote:

>Here is the way to work with architecture designs in tS :

>1. create and position all your rooms
Does this mean create cubes or go about it anyway you like. for example use a
sweep
on a small cube and run a pattern to create your layout.

>2. create an position all your doorways, corridors, windows, etc...
add or subtract edges for your doorways

>3. boolean addition all the objects
this makes it all one object

>Now you have the "negative" volume of your house in one object (I call it
>the room object)
Can you explain "negative" volume please

>You can easily paint the faces, edit the UV maps, etc...

>When ready, simply create the volume for the house and substract the rooms
>object from the house one.

Is the house now in a library as an object and is a template for new project
instantiation to the workspace ? Is the volume a separate entity from the
physical structure or is it  included with the structure ? If it is separate
how is it stored or saved to disk and in what format?


It may well be that what you have implemented is a method by which subtracting
various structure elements is more easily accomplished with the result being a
flexible template for design. Grreat.

Thanks for your interesting post.

David

Emmanuel_Asset <emmanuel.asset@(protected)> wrote:
Omar,

Here is the way to work with architecture designs in tS :

1. create and position all your rooms

2. create an position all your doorways, corridors, windows, etc...

3. boolean addition all the objects

Now you have the "negative" volume of your house in one object (I call it
the room object)
You can easily paint the faces, edit the UV maps, etc...

When ready, simply create the volume for the house and substract the rooms
object from the house one.

Emmanuel

-- -- Original Message -- --
From: "Omar Campos"
Sent: Tuesday, June 28, 2005 2:13 PM
Subject: 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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<DIV>Hello Emannuel,</DIV>
<DIV>&nbsp;</DIV>
<DIV>I can see that the idea you have presented &nbsp;is to have an approximate
template&nbsp;as a base model to start&nbsp;other designs. However, it is
unclear&nbsp;as to exactly how the process is implemented&nbsp;with the
trueSpace toolset as you have explained the method.&nbsp;&nbsp;&nbsp;Would you
be so kind as to review my questions underside of your writing and correct or
explain towards&nbsp;a finer sense of clarity, please.&nbsp; </DIV>
<DIV>&nbsp;</DIV>
<DIV>Emannuel wrote:</DIV>
<DIV>&nbsp;</DIV>
<DIV>&gt;Here is the way to work with architecture designs in tS :<BR><BR>&gt;1
. create and position all your rooms<BR>Does this mean create cubes&nbsp;or go
about it anyway you like. for example use a sweep</DIV>
<DIV>on a small cube and run a pattern to create your layout. </DIV>
<DIV><BR>&gt;2. create an position all your doorways, corridors, windows, etc..
.<BR>add or subtract edges for your doorways&nbsp; </DIV>
<DIV><BR>&gt;3. boolean addition all the objects<BR>this makes it all one
object</DIV>
<DIV><BR>&gt;Now you have the "negative" volume of your house in one object (I
call it<BR>&gt;the room object)</DIV>
<DIV>Can you explain "negative" volume please&nbsp;</DIV>
<DIV><BR>&gt;You can easily paint the faces, edit the UV maps, etc...<BR><BR>
&gt;When ready, simply create the volume for the house and substract the rooms
<BR>&gt;object from the house one.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Is the house now in a library as an object and is a template for new
project instantiation to the workspace ? Is the volume a separate entity from
the physical structure or is it &nbsp;included with the structure ? If it is
separate how is it stored or saved to disk and in what format?<BR></DIV>
<DIV>&nbsp;</DIV>
<DIV>It may well be that what you have implemented is a method by which
subtracting various structure elements is more easily accomplished with the
result being a flexible template for design. Grreat.&nbsp; <BR></DIV>
<DIV>Thanks for your interesting post.</DIV>
<DIV>&nbsp;</DIV>
<DIV>David<BR><BR><B><I>Emmanuel_Asset &lt;emmanuel.asset@(protected)&gt;</I></B>
wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER
-LEFT: #1010ff 2px solid">Omar,<BR><BR>Here is the way to work with architecture
designs in tS :<BR><BR>1. create and position all your rooms<BR><BR>2. create
an position all your doorways, corridors, windows, etc...<BR><BR>3. boolean
addition all the objects<BR><BR>Now you have the "negative" volume of your
house in one object (I call it<BR>the room object)<BR>You can easily paint the
faces, edit the UV maps, etc...<BR><BR>When ready, simply create the volume for
the house and substract the rooms<BR>object from the house one.<BR><BR>Emmanuel
<BR><BR>-- -- Original Message -- --<BR>From: "Omar Campos" <HYPERMEISTER@(protected)
.COM><BR>Sent: Tuesday, June 28, 2005 2:13 PM<BR>Subject: Game Level Design
Issues<BR><BR><BR>&gt; Hello everyone,<BR>&gt;<BR>&gt; I guess I've been a
little out of it lately with<BR>&gt; other projects but here we are again. Here
's the<BR>&gt; thing: I've been trying to create an indoor
level<BR>&gt; using TS. I want to use one of those 3D programming<BR>&gt;
languages to create a 3D virtual building. Not a<BR>&gt; building... my house
to be exact. The problem is, I<BR>&gt; am having trouble making the doors. Here
's how I'm<BR>&gt; doing it: first I draw all the rooms using the Cube<BR>&gt;
primitive. Then I shell them out using the Shell<BR>&gt; Object tool. Then I
draw more cube primitives and<BR>&gt; place them where the doors will be, and
subtract them.<BR>&gt; The problem is that, since the room cubes are shelled<BR
>&gt; out, sometimes the "inner cube" faces don't disappear.<BR>&gt; I tried
erasing the faces with the Delete Face Tool,<BR>&gt; but it didn't work either.
Because the doors are<BR>&gt; inside the rooms, I have to move the camera real
close<BR>&gt; in order to work with the internal faces. When I do<BR>&gt; this,
either the Delete Face Tool doesn't work or TS<BR>&gt; hangs. I tried scaling
the level so the rooms would<BR>&gt; be bigger, but now it
takes forever to move the camera<BR>&gt; to the place I want.<BR>&gt;<BR>&gt;
<BR>&gt; My question is: has anyone here done this kind of<BR>&gt; thing and
could offer some advice on how to proceed?<BR>&gt; With the process I'm doing,
it takes me about an hour<BR>&gt; to make a single good door. I'm thinking
there must be<BR>&gt; an easier way to do it. If anyone can offer any<BR>&gt;
advice, I would be very grateful. Thanks.<BR>&gt;<BR>&gt; Sincerely,<BR>&gt;
Omar<BR><BR><BR><BR>__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______
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<BR>
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<BR>
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