Fitting bldg's (obj's.) in Terrain w/o overlapping brushes??

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Ace of Spades
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Fitting bldg's (obj's.) in Terrain w/o overlapping brushes??

Post by Ace of Spades »

Another stupid question. :shock: You guys are just too brilliant! When you make a map, is it easier to make the buildings first (or whatever object you want) and then put your terrain around the building or vice versa? Can you cut the terrain to slip your object into it, say I was building a map with a cavern and wanted to install a wooden bridge. How do i put it all together without overlapping brushes? Been reading the TUT'S on this server and others and am learning so much! Thanks again! :roll:

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jv_map
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Post by jv_map »

LOD terrain implies many restriction on the side of architecture.

Because of the fixed 64 x 64 facet size, you don't have much freedom when designing buildings (I take it that's what you mean with bldg) :( .
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Post by Ace of Spades »

So, what your are saying is that your bldg's have to be created in multiples of 64 x 64? In other words your bldg can be 64 x 128, or 128 x 256, etc.? I guess my main concern is making terrain to fit around the buildings without overlapping brushes (cuz i'm taking it that isn't cool to have 'lapping brushes) and having my terrain flow nicely. Can I make a big piece of terrain and then cut out the footprint of my bldg.? If I can do that, hey, then all is well in map land! Thanks for the help, Again!

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Post by Slyk »

Did you read the terrain tutorial in the mohaa tools directory? There's some good info there. Basically how I build is mostly by the 64x64 method IF using LOD terrain. Many times you can get away with just brushes for terrain, but that depends on your map setting.

Anyway, IF you read the terrain tut you will see how you can 'delete' or 'hide' terrain triangles. You sort of paint these in radiant and then the game engine just doesn't draw them when playing a map. But it's best to line your wall brushes etc up with the base edges of the LOD, or any angled line actually. Then go through and 'delete' or apply other LOD functions to the triangles that show through.

**NOTE** IF you alter or VERTEX edit the LOD in height, it's a bitch to go back after the fact and 'paint' out triangles.

I could go on and on, but basically be careful with where you make your angles etc. Sometimes you can get away with using patch meshes instead of LOD to fit tight corners etc. Depends on the map.... open terrain, tight city streets, trenches, etc. Trial and error mostly...and sometimes just what you prefer to use as a mapper.
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mohaa_rox
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Post by mohaa_rox »

That's one of the features of MoHRad, using LOD terrain.....
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Post by Guest »

Thanks Slyk! I haven't read the tut yet but planned on getting there soon. Just so much to watch out for. I compiled my map from what I had and MAN, did I have alot of fixing to do. Lighting, door problems, objects not solid (walk right through them), Sheesh! Anyway, I'm patient enough to make it through it, just need to read more forums, tut's, and ask more questions. Thanks for your time and all others who answered my Q's. If you have any suggestions on the other things I mentioned, please leave me some feedback. Thanks again! Have a great day!

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Post by Desert Eagle »

I also do not care much for LOD Terrain. I also try using the patch mesh for smaller areas to brake up the flat terrain common on alot of maps.

I use LOD Terrain where it will not be closed to buildings.

I have learned quickly that mapping is a slow and go process, and do my best to complie, check map for errors, fix any found and then move on to the next part of my map.
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Post by mohaa_rox »

Actually you can use EasyGen to make terrain too.
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