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Rhodan DeleD PRO user
Joined: 12 Oct 2006 Posts: 15
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Posted: Sat Oct 14, 2006 2:06 pm Post subject: Basic questions about best practice |
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I'm building a level for Torque that will be a little town. The town itself will not be in the "landscape" of torque but inside a cube.
What would be the best approach to making these buildings: Cube->hollow or using a different cube for each wall/ceiling/floor?
When I place buildings inside the town cube, is there any problem with having the floor cube being partially inside the "ground"? I know that inside torque its not a good idea to have difs overlap but as the whole town will be one dif, I don't know if overlapping geometry would be an issue.
Lastly, I see some nice window shapes in the prefabs tree but don't know the easy way to put them into a wall. Should I just place the window in a (narrow) wall, subtract, then put a new window model in the hole?
Perhaps some ideas for tutorials in these
Thanks! |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Oct 14, 2006 2:25 pm Post subject: Re: Basic questions about best practice |
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Rhodan wrote: |
What would be the best approach to making these buildings: Cube->hollow or using a different cube for each wall/ceiling/floor?
When I place buildings inside the town cube, is there any problem with having the floor cube being partially inside the "ground"? I know that inside torque its not a good idea to have difs overlap but as the whole town will be one dif, I don't know if overlapping geometry would be an issue.
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Generally, overlapping polygons and intersecting polygon should be avoided. Using CSG commands and lowpoly functions like Weld, you can avoid these issues relatively easy. Do note that it is always more work than just leaving these issues in your models. But then again, nobody said creating good models was easy.
Rhodan wrote: |
Lastly, I see some nice window shapes in the prefabs tree but don't know the easy way to put them into a wall. Should I just place the window in a (narrow) wall, subtract, then put a new window model in the hole? Perhaps some ideas for tutorials in these Thanks! |
A slight variation might be in order because using CSG on complicated objects might result in geometrical artifacts. So, create a cube in exactly the same size of the window and use that cube to create the hole in the wall by using CSG Subtract. Then put the original wall in the hole. The reason for doing it this way is that by using a cube, you are sure not to have any possible artifacts from using CSG.
Tutorials are more than welcome! I just wish there would be 48 hours in a day so I could write a few myself... |
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