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Newcomer
Posted
IM just curious to here of some other users Ideas on making indoor levels (Tomb Raider type,etc).Been messing around with extrudes of a inverted cube, but it can be tuff if things start going wrong,+I been getting better texturing using UV cords instead of just brushing out 256X256 maps onto polies. So I figured I just ask to see what others have come up with and works for them.
 Please Post something any help would not only help me but others as well.
 Thank you
 
Posts: 47 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of Les_Patterson
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Kyril,
I haven't tried any indoor scenes yet, but you might want to look at using the surface tool, and build your rooms that way. It might cut down on the amount of work you have to do, and the face count.

Sorry I couldn't be more help,

Les
 
Posts: 753 | Location: Navasota, Texas USA | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Newcomer
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When you mention the surface tool are you refering to the extruding tool or the one that the dinasare head was made in,eather way I never thought of trying ether one of them.( the extrude tool looks like it has some good posibilities) the actual surface tool it self I know I used it for modeling figures with lots of curves,Im just lost as to how or what you were refering to as to how the actual serface tool could be used. ( mainly your thoughts be hind your idea as for you did say you havent made any indoor levels yet but from your post I would assume this would have been you first tool of choice)
Thanks for you help and reply.
 
Posts: 47 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of Bazza
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I'm just about finished building an indoor level (QUAKE STYLE) for use with Blitz3d.
It's simple, scale a cube to the shape of a wall, keep copying and pasting untill you have four walls.
I made mine into a sort of maze with rooms leading off.
Export it as Direct X object or Direct X frame Hierarchy if
you want to re load it to make alterations.
If you're using Blitz you can load the wall texture in as normal. It works great

                                  Bazza 8)
 
Posts: 985 | Location: Lincolnshire, UK. | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
<Alex>
Posted
hi Smile,

usually a game level is built using CSG techniques (constructive solid geometry). That is, using basic primitives and booleans. This is the way any level builder around works.

If you want to simulate this with Canvas then you simply have to use basic primitives and booleans as well. Canvas has support for CSG modeling. The only side-effect with Canvas bools is that usually they produce extra-edges/points. To avoid this you can use the following procedure instead of a plain bool.

1) triangulate
2) bool
3) triangulate again
4) optimize geometry

this produces clean bools without any extra edge/point.


bye, Alex
 
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Picture of Alan
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Posts: 1068 | Location: Anglesey | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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