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Grid-based level design help

 
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sjarman
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Joined: 24 May 2010
Posts: 4

PostPosted: Mon May 24, 2010 5:32 am    Post subject: Grid-based level design help Reply with quote

I've been looking for a while for a tool like DeleD having previously been using Maplet for my grid-based level design.

What I'd like to do with DeleD is create levels by simply left-clicking to create default cube primatives (see image) so my entire "level" is composed of uniformly sized grid squares. This part works well.

The trick is, I then need to tell the software to remove all of the cube faces that are touching each other - i.e. to "clear out" the corridors and rooms.

Can anyone tell me if that's possible, and how it can be done?

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unphazed
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Joined: 18 Jan 2010
Posts: 46

PostPosted: Mon May 24, 2010 5:47 am    Post subject: Reply with quote

eh?

you mean hollow them? Use the hollow function.

I'm not sure what else you might mean.

I mean, if you're trying to leave them all connected, you can ctrlshiftclick on faces to delete them, move the camera to the opposite side, and remove others. Then use optimize to clean up.
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chronozphere
DeleD PRO user


Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Mon May 24, 2010 7:47 am    Post subject: Reply with quote

Nah... too much work. Wink

If you want to make corridors, there's a really easy way.

> Start with a cube (for example 128x128x128)
> Set the minor grid size to 128 in options
> Select the cube and flip all faces using polygon mode and "flip" tool
> Doubleclick "CULL" in the statusbar to enable culling (word should be black now).
> Now you can see the interior of the cube while your camera is outside of the cube
> Select a polygon of the cube and use extrude to make a corridor in that direction. Extrude by approx. equal ammounts (as long as the grid size).
> Use vertex mode snap once in a while to make sure the vertices are all nicely alligned to the grid.

Extrude is a really easy tool for this. You don't have to worry about removing redundant polygons. You get pretty hallway's instantly.

Hope this helps. Smile
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Mon May 24, 2010 9:59 am    Post subject: Reply with quote

Once you have done that, use the polyface selection tool and select all faces on the same plane, then merge them into one face. It saves on edges, unless of course you are going to texture each face individually.

[EDIT]
Why don't you create a series of different configured cubes, already hollowed, but with walls on different sides, to suit the configuration of your needs (building blocks) save them as prefabs that you can drop into position using snap. You could also UV map them easier, and even apply the correct textures.
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Last edited by AWM Mars on Mon May 24, 2010 10:02 am; edited 1 time in total
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Mon May 24, 2010 10:01 am    Post subject: Reply with quote

Chronozphere's method is indeed the way to go. Also, if you use Smooth after creating your hallways, they get rounded as well. Smile

Elementrix wrote a very nice tutorial on this a while ago:

http://www.delgine.com/forum/viewtopic.php?t=2634
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sjarman
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Joined: 24 May 2010
Posts: 4

PostPosted: Mon May 24, 2010 11:37 pm    Post subject: Reply with quote

Thanks for the advice - I'll experiment with it today. I've already been playing around with using a process along the lines of:

Select All, Unite, Hollow

This creates additonal unnecessary geometry that I don't want though and also makes texturing a bit mor difficult as I'm just doing simple floor, wall, roof materials.

Really all I want is a bunch of joined cubes, with the joined faces removed, and then the normals flipped.
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sjarman
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Joined: 24 May 2010
Posts: 4

PostPosted: Tue May 25, 2010 12:00 am    Post subject: Reply with quote

Thanks chronozphere - that works exactly the way I wanted!
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