greenie2600 on 17/9/2015 at 02:59
So I'm just learning the ropes in DromEd, and there's one thing that perplexes me: how on earth do you model natural terrain? I've seen it done in missions, so it's clearly possible—but if the answer is "just break out the wedges and pyramids and start nudging 'em around manually", then wow. Maybe I'll stick to indoor missions :)
Yandros on 17/9/2015 at 04:10
Terrain you can walk on, yeah, it's really tough to make it look natural. The opening of Hipbreaker's last mission was phenomenal in this regard (and most other regards as well). You can model terrain in a 3D modeling program and import it, like cliffsides and hills with trees and such, but because of Dark's primitive physics (collision models can only be cuboids and spheres), you wouldn't be able to walk on or collide with it in a good way, so it would be relegated to window dressing.
Renault on 17/9/2015 at 04:16
Dodecahedron's are your friend.
nicked on 17/9/2015 at 06:07
Dig into some existing missions to see how it's done. But yeah, using non-cube shapes and lots of intersection is basically all there is to it.
FireMage on 17/9/2015 at 09:29
Quote Posted by Brethren
Dodecahedron's are your friend.
I disagree! Dodecahedron is the highway to "split portal" bug due to it complexity! Personnaly, I got nothing but problems with it!
I'm not a professionnal in matter of making Urban stuff, but if you manage to create tunnels or grotto, a combine of cylinders and wedges may make cool render! ^^ Use Pyramides and Corner-Apex Pyramides to add some kind of elevation in your ground! ;)
Make the right choice about your textures too! :)
Well-placed textures can relatively change the render! ^^
And if you want a way to make cool architecture if you want to challenge the engine, know that you can do some complex stuff with three tips that I know:
-Putting many wedges with different but proportionnal size with their 90°angle superimposed may allow you to make very round thing! ;)
-Putting many superimposed cylinders with the same size but different angle can make something very close to realistic grotto
-To make something very complex and high without destroying the architecture and/or the ground around, doing it with a "fill Flood" cutten by some "fill evoparate" is a good method because you will be able to sculpt your brush with nigh no limits and without breaking the stuff that is already done! Then, when you will have done your complex stuff, you will just have to use a single brush "fill water->solid" to finish your stuff and make something cool in your mission :thumb:
Two last thing to know, and I learned it so recently that I feel ashamed by myself:
-Do not disregard your grid size! And make sure it is activated! The engine will appreciate to optimize your mission! ;)
Make your big brush with a size of 13. Once you have done all your big brush, you may be able to reduce it to 12 for more details! ^^
11 if necessary even if it is not advised but NEVER lower espacially if you manage to create a huge mission!
-Take care on your cells counter! I don't remember the max amount of cells that the Engine will allow you, but do your best to make a mission with the less amount as possible! :) Of course, you will not cross the limit with a single room! xD Have no fear to create as you want/can!
But remember that there is a limit! :cheeky:
I will also tell you, while I'm talking about cells, if you manage to do a room with trims, don't create a copy of your room less high that the original to add your trim, instead of that, create some "fill solid" brush to paste them to each walls with only one side superimposed to your room's walls and the rest out!
4 solid brush instead of 1 air brush to make the trims will sounds stupid first. But we discovered recently that the 4 solid brushs will add '0' cells to your mission, while the air brush create many cells!
Perhaps it is too early to talk about these very technical points for the moment, perhaps you will not understand what I mean! xD But later it may be helpful to know it! ;)
LarryG on 17/9/2015 at 09:39
Quote Posted by Brethren
Dodecahedron's are your friend.
I agree. I have had no issues (other than room brushing them when used for tunnels). I wonder if Firemage's issues have been more related to grid size and not having the grid turned on. It's easy to have it off and not notice.
FireMage on 17/9/2015 at 09:45
Bof.. Perhaps... But I hate this brush anyway! It is ugly! :laff:
nicked on 17/9/2015 at 12:25
Dodecahedrons are overrated for exterior terrain. Pyramids at various shapes and rotations are usually better there. But for natural-looking caves, they're great (if used well, with lots of overlap and variety of rotation).
Derspegn on 18/9/2015 at 00:43
Quote Posted by FireMage
I disagree! Dodecahedron is the highway to "split portal" bug due to it complexity! Personnaly, I got nothing but problems with it!
I copied your post for future reference. Yeah, I've been wondering about the dodecahedrons myself. In my current build, I am making a small village on a plateau plane, but my next FM will be a large "King's Story" fandango.
gigagooga on 18/9/2015 at 05:34
One more vote for pyramids from me.
The idea of natural looking terrain is to break the normal recognisable flat shape into unpatterned and randomlike. With dodecahedron this can be done, but since it always leaves that very recognisable top shape (unless you rotate it) it isn't as efficient as pyramids in my opinion.
Also it annoys me how dodecahedrons top and bottom doesn't snap to grid :p