Niborius on 10/8/2015 at 20:27
For a simplier version you can check out my mission "The Artifact Returns". I made a dungeon with a nice looking ceiling and it was very easy to make
Edit: Actually now that I'm looking at the screenshots in the topic it's probably not really what you're aiming for. I made some airbrush cylinders and made them so that they crossed each other horizontally and vertically, with some space between them which makes the pillars.
(
https://youtu.be/H8yTw__tf4I?t=15m36s) (15:36)
A few minutes later (20:45) you can see a different looking room using the same tactic.
gamophyte on 11/8/2015 at 00:05
Quote Posted by LarryG
I cheated. The part the player can reach is modeled in DromEd.
Yeah, you actually passed me the mission so I can look at it. I just thought you may have done something different since then. I have to things I want to try. So it is better to not have it as one object correct?
Quote Posted by LarryG
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.
Oh well then yeah, no issue there with oddities for the player.
Quote Posted by Niborius
...I made some airbrush cylinders and made them so that they crossed each other horizontally and vertically, with some space between them which makes the pillars.
Yep, this is the method I've been doing, but I wanted to take advantage of some newdark power. I may do something like.. this method but have a giant air brush cut the columns in half, exposing a square flat underside to then be supported by fancy column objects.
LarryG on 11/8/2015 at 00:37
The reason not to have it as one object is that objects can only have one of three physical shape types: OBB (or rectangular solid), Sphere (which can be up to two connected/overlapping spheres), or Sphere-hat (like sphere, but with a top that you can stand on, crates and barrels have a sphere-hat type). That's it. For most "decorative" and immobile objects, OBB is the type of choice, but that means its physical shape is essentially a cube. Not many things are truly cube shaped (tables, doors, stools, etc.) so a cube is a pretty lousy shape to have to have for an arch, say. You can deal with this in a couple of ways.
1. is to give your object no physics at all. This means that the player can walk through it like it wasn't there. This isn't a bad approach for things like door frames because the underlying solid brushes and air brushes which get overlaid by the door frame object provide enough physical interaction to the player and other objects in the world. One thing to be careful about is that the centroid of object must be in an airbrush for the object to be rendered.
2. is to break the shape into pieces such that each piece can be reasonably interacted with as a rectangular solid without totally breaking player immersion. Each piece is a cube, but when added together the stacked cubes sort of resemble the real shape well enough that a player will accept them.
3. is to combine 1, 2, and regular brushwork to support each other in the illusion of the desired object. That's what I did with the groin arches. The tops that you can't interact with are OBB cubes. They look fine, but if they were where you could walk up to them, you couldn't reach them because of the invisible cube shaped physics model surrounding each of them. The pillars at ground level are just regular brush work so the physics are great. If I has wanted to have fluted columns, I could have put an object with no physics over the brush work to give the illusion of a fluted column, but to do so I would need to have an airbrush in the center of the pillars so that it would get rendered. Dromed doesn't like objects that aren't placed in airbrushes, even ones with no physics, but sometimes you can fool it. I've yet to go that far for a column. Door frames, yes, I've done that, but then again the doorway has a very natural airbrush going through the middle. And a doorway can be arched, so you can get a very nice keystone looking arch doing this. But that's back to the first approach.
gamophyte on 11/8/2015 at 03:12
Ignore textures, just a example. This is cylinders cutting-in above the 10 DU high air room, leaving flat points. Then I just put column objects snugg-fit under them. The bbox are only 1x1 DU so it blocks Garrett but mostly stays out of the way of getting annoyingly caught on it. I do this with other OBB items in my FM because player camera can't tell that his foot isn't stopping at wider bottom.
Inline Image:
http://i.imgur.com/P3GUQEY.jpgInline Image:
http://i.imgur.com/skeuJqP.pngBTW, what is the use for submodels? I saw it in the dialog in the object properties when selecting type obb
LarryG on 11/8/2015 at 04:41
submodels are for defining two radii on sphere or sphere-hat types. On OBB the 6 "submodels" are the six sides of the rectangular solid. You don't want to mess with the submopds on OBB, but you can add a submod to shpere ore sphere-hat if you need to make an irregular object one of those types. Nameless Voice had a post about that a few years back, explaining how to do it.
Yeah, doing it the way you did gives a 4-sided shape to the column supported arches. Doing them my way gave a circular shape (16 sides IIRC) instead. Nothing wrong with 4 sided arches, but I had wanted something more.
gamophyte on 11/8/2015 at 13:41
Oh yeah duh those are 4 sided. Good point. I may try to play around with some wedges tonight to see what that looks like.
gamophyte on 11/8/2015 at 14:03
I was going to try that as well, and finish off the droop with a nice object. This time I'm going to put time into the object so the demo looks good.