  | | | Game Level Design Issues | Game Level Design Issues 2005-06-30 - By DAVID STUBBS
Back Hello Emmanuel
It is a very interesting technique although I may still be a little bit fuzzy as to your method.
If I am clear about your method then the following is correct. Clarification :
Prepare to edit inner walls or exterior walls for that matter: Select one wall to invoke point edit mode with mouse Rclick use ctrl key and mouse select four walls of a room, continue to select other rooms as required.
Subtraction method: Is this correct? Subtract inner walls (or negative volume) using (separate selected part of object) tool found in pointedit tool toolbar. It is the one with the sphere with a slice.
Save for multi-Instancing to tS workspace: save the separated object to your library and instance when ready to design further. When designs are completed the negative volume can be "sleeved" into a house structure of the same dimensional design .
Resolve: This makes it easier to add or edit design changes. Is this summation correct
Extend the purpose: To extend this use it saves time as well when making design changes where existing construction has been created such as a walls interior electricals and plumbing. In effect it acts as a sort of drywall for the interiors house design.
Conclusion: hmmmm, whether this is exactly correct or not it is a demonstration of a usefull technique.
My thanks for a very interesting dialog
David
Emmanuel_Asset <emmanuel.asset@(protected)> wrote: 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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To purchase this service, please contact your Cable & Wireless Account Manager. **************************************************************************** ******** <DIV>Hello Emmanuel </DIV> <DIV> </DIV> <DIV>It is a very interesting technique although I may still be a little bit fuzzy as to your method.</DIV> <DIV> </DIV> <DIV>If I am clear about your method then the following is correct. Clarification :</DIV> <DIV> </DIV> <DIV>Prepare to edit inner walls or exterior walls for that matter: Select one wall to invoke point edit mode with mouse Rclick use ctrl key and mouse select four walls of a room, continue to select other rooms as required. < /DIV> <DIV><BR>Subtraction method: Is this correct?<BR>Subtract inner walls (or negative volume) using (separate selected part of object) tool found in pointedit tool toolbar. It is the one with the sphere with a slice.</DIV> <DIV><BR>Save for multi-Instancing to tS workspace:<BR>save the separated object to your library and instance when ready to design further. When designs are completed the negative volume can be "sleeved" into a house structure of the same dimensional design . </DIV> <DIV> </DIV> <DIV>Resolve: This makes it easier to add or edit design changes. Is this summation correct </DIV> <DIV><BR>Extend the purpose: To extend this use it saves time as well when making design changes<BR>where existing construction has been created such as a walls interior electricals and plumbing. In effect it acts as a sort of drywall for the interiors house design.</DIV> <DIV><BR>Conclusion:<BR>hmmmm, whether this is exactly correct or not it is a demonstration of a usefull technique. <BR> <BR>My thanks for a very interesting dialog</DIV> <DIV><BR>David</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><BR><BR><B><I>Emmanuel_Asset <emmanuel.asset@(protected)></I></B> wrote: </DIV> <BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER -LEFT: #1010ff 2px solid">Hi Omar<BR><BR>>Is the house now in a library as an object and is a template for new<BR>>project instantiation to the workspace ? >Is the volume a separate entity<BR>>from the physical structure or is it included with the structure ?<BR>>If it is separate how is it stored or saved to disk and in what format?<BR><BR>No, this is not a template as a base model. In other words, it is not an<BR>object designed to be stored in library. It is just a method to build and<BR>apply texture in architecture designs easily and to prevent crashes using<BR>tS's boolean tools.<BR><BR>>1. create and position all your rooms<BR>Does this mean create cubes or go about it anyway you like. for example use<BR>a sweep<BR>on a small cube and run a pattern to create your layout.<BR><BR>Yes<BR><BR>>2. create and position all your doorways, corridors, windows, etc...<BR>add or subtract edges for your doorways<BR><BR>Only add at this step.<BR><BR>>3. boolean addition all the objects<BR>this makes it all one object<BR><BR>Yes.<BR><BR>>Now you have the "negative" volume of your house in one object (I call it<BR>>the room object)<BR>Can you explain "negative" volume please<BR><BR>The faces of that object will be the inner faces of your house. That is why<BR>I call it a negative object. Example : if you paint one wall with the<BR>texture map of that yellow toon hand pointing to the left (one of the<BR>textures provided in the tS's textures directory), then you will have a toon<BR>hand pointing to the right if viewed from inside the room when the house<BR>will be done.<BR><BR>The negative (rooms) volume can be deleted after the substraction from the<BR>house volume (by default it is deleted when using the boolean tool) or<BR>stored along with the house object in a library if you plan to modify the<BR>textures of the rooms in the future. If so, it will be easier to load the<BR>negative object, re-paint it and re-do the substraction to create a new<BR>house object, rather than browsing your house from inside and re-paint the<BR>walls face by face.<BR><BR>I hope all of this makes sense. ;-)<BR><BR >Emmanuel<BR><BR><BR><BR><BR>__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ___ __ ____ ____ _____<BR>********************************************************** ******************<BR>********<BR>This message has been checked for all known viruses by the Cable & Wireless<BR>E-mail Virus Protection service, powered by MessageLabs.<BR><BR>To purchase this service, please contact your Cable & ; Wireless Account<BR>Manager.<BR>********************************************** ******************************<BR>********<BR></BLOCKQUOTE>
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