What Is The Correct Way To Make Roofs?
Zoc
<?php echo "Hi there!"; ?> Join Date: 2003-01-20 Member: 12517Members, Retired Developer, Constellation, NS2 Playtester
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1) decide if an object is a detail of the room or a piece of architecture
Pieces of architecture are generally those brushes that are in some way exposed to the void (the area outside your map) These are ALWAYS world brushes (not entities). Making them an entity will give you a leak, so don't do it. Details of the room are those things completley inside the structure (like pipes following the wall for instance). These CAN be world brushes or entites.
Details can be handled for commander mode one of two ways. (I know there are more, but these are the easy ways)
1) Make them an entity, specifically make them func_seethrough with commander alpha of 0 and player alpha of 255.
2) leave them as world brushes, but texture all the faces the commander would see, but everyone else would not, as NULL. This makes the brush see through from the top down, and is useful for things like pipes that are only half exposed from the ceiling.
In general you don't have to worry about something being visible in commander mode as long as the top of it touches the void. The part that does touch the void will be where the commander sees through the solid. It's only when you start decorating that things get tricky.
I apologize if this post was in any way incoherent, it's been a very sleepless finals week <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This is not usefull in most maps since most maps don't have roofs that have such geometric complexity(such as lots and lots of grooves or something) that they disturb the commander, and such roofs would really suck for skulks to climb on.
a roof is usually on the outside <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'll try that soon... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT: I'm doing a combat map, to "learn" how everithing works on NS... next I'll make a NS Classic map...
Now, I'm really worried if it would have too much poly counts, how to reduce them, etc <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Any tip for that ? (If I try to make a "complex" ceiling <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
I'll try that soon... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT: I'm doing a combat map, to "learn" how everithing works on NS... next I'll make a NS Classic map...
Now, I'm really worried if it would have too much poly counts, how to reduce them, etc <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Any tip for that ? (If I try to make a "complex" ceiling <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Try combat and classic, if you don't like too long term maps stick with combat.
As I see it the ceiling can be the most basic thing, or the most complex thing. If you have simple walls, simple floors and it looks average make a complex and interesting ceiling. If you have very detailed nicely lit room, make the ceiling simple, even flat, adding things like pipes, wires and girders(possibly my favourite) just below the roof of the ceiling will give it life.