Independent Thief on 4/3/2013 at 13:52
That looks great!:eek::thumb:
Sliptip on 4/3/2013 at 16:52
Quote Posted by LarryG
I ended up making the "groin" arch and the column as separate objects and assembling them in DromEd. I tried doing them with brushes in DromEd, but I kept running into rendering problems because that forced too many cells to occur, and I couldn't find any way to get the cell counts down.
There is a command "Set_Grid 1" (or something along those lines). I harp on about it from time to time (I feel it's really under-rated). Personally I have it hot-keyed.
This will force all the vertices in your brush to snap to the grid. This is the only command that I'm aware of that will actually alter the shape of your brush. I find it really handy for lining up corners of pyramids or cylinders. Notice in RSoul's top view pic, the corners of the pyramids are slightly overlapping? With the set_grid command those would line up and I'd imagine clean up many cells.
Edit: Mind you, that pic does look pretty damn good.
LarryG on 4/3/2013 at 18:28
Quote Posted by Judith
You should really try doing it with static meshes, all the parts. Everything you build in CSG (BSP) is treated by the engine as unique, while static meshes can be instanced many times and only the original piece takes up video memory.
That's what I said I ended up doing.
Quote Posted by LarryG
I ended up making the "groin" arch and the column as separate objects and assembling them in DromEd.
Lighting and shadows on object brushes are not a good as on terrain brushes, and all object brushes get a cubic solid physics, so for curved surfaces like the arches, you can't cozy up to them in the same way that you can with terrain brushwork without extra work. But in this case and for my needs, static mesh object brushes should work just fine.
[ATTACH=CONFIG]1624[/ATTACH]
LarryG on 7/3/2013 at 00:59
:wot: I'm impressed.
Zontik on 7/3/2013 at 07:46
Floor seems similar either with textures and in cell view...
I think it CAN be used in some special occasions. First of all, anyone can reduce the count of columns... you have 5x5 hall, and 4x4 will eat much less brushes and will look almost so impressive.
A good use of wider 1.19 limits, imho.
Judith on 7/3/2013 at 08:09
Quote Posted by PinkDot
OK, I just couldn't help myself - I opened Dromed yesterday and did some arched ceiling out of brushes. I wanted to go for something more organic, or at least detailed and more round (if word 'round' even exists in Dromed...). Plus I like definitive light and shadow - something that objects can't have in our beloved game engine. But this technique is not really the way to go in a real map (at least on a large scale), as I have used nearly 1000 brushes(!!!) for that room, but I just wanted to see if New Dromed would handle it. And it did with no problems. Sometimes polycount exceeded 3000. Here are some screengrabs anyway.
Now that's the stuff :cool:
gamophyte on 10/8/2015 at 18:32
Hey LarryG, what method did you end up settling on?
LarryG on 10/8/2015 at 20:09
I cheated. The part the player can reach is modeled in DromEd. The groin arches themselves are objects that fit together like jigsaw puzzle pieces. I decided not to worry about someone shooting an arrow at a stone groin arch and getting upset that it breaks seemingly in mid-air or imperfect shadowing way up there. Tough tookies to that person. Besides my main purpose was for a set to shoot a briefing movie and the arches may never see the light of day in an actual mission.
[ATTACH=CONFIG]2172[/ATTACH]