Game Level Design Issues 2005-06-30 - By Emmanuel_Asset
Back Hi Omar
>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?
No, this is not a template as a base model. In other words, it is not an object designed to be stored in library. It is just a method to build and apply texture in architecture designs easily and to prevent crashes using tS's boolean tools.
>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.
Yes
>2. create and position all your doorways, corridors, windows, etc... add or subtract edges for your doorways
Only add at this step.
>3. boolean addition all the objects this makes it all one object
Yes.
>Now you have the "negative" volume of your house in one object (I call it >the room object) Can you explain "negative" volume please
The faces of that object will be the inner faces of your house. That is why I call it a negative object. Example : if you paint one wall with the texture map of that yellow toon hand pointing to the left (one of the textures provided in the tS's textures directory), then you will have a toon hand pointing to the right if viewed from inside the room when the house will be done.
The negative (rooms) volume can be deleted after the substraction from the house volume (by default it is deleted when using the boolean tool) or stored along with the house object in a library if you plan to modify the textures of the rooms in the future. If so, it will be easier to load the negative object, re-paint it and re-do the substraction to create a new house object, rather than browsing your house from inside and re-paint the walls face by face.
I hope all of this makes sense. ;-)
Emmanuel
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