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Important Geometry Tips (IMO)

For public discussion of "Savage Land" and other Red Nemesis projects.

Moderator: Mister_Prophet

User avatar Jet v4.3.5
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Subject: Important Geometry Tips (IMO)

Post Posted: 10 Aug 2009, 05:53

Please excuse me for prying about this, but I really think it would help if this was explained to me (at least what tools you used, steps taken, easiest way possible generally). I thought I'd ask here because these types of geometry appear several times in many of your projects. I would like to know the best way for creating fancy brushes like these:

7Bullets The Rouge Map:
ImageImageImage
Help with these would be appreciated, but I'm real sorry if I'm being a bother to any of you.
-Jet v4.3.5
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User avatar zacman
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Subject:

Post Posted: 10 Aug 2009, 06:45

I second this question!
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User avatar Mister_Prophet
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Subject:

Post Posted: 10 Aug 2009, 10:18

All done in UED. It's a pretty sloppy deintersect job with shapes made from the 2D shaper. The first pic is just a revolved piece that I deintersected. The second was made from smaller pieces that I turned into a prefab.

I don't generally recommend this type of method. I made these maps four/five years ago and have gotten over my prefab obsession since then. It's very easy to overload your node count this way, unless the map in question is very small. And it's very easy to spike a BSP error if you don't know what you're doing...like trapping zone voids that count towards your total zone count ect. It is also kind easy to get into the habit of limiting yourself to "OMGZ CORRIDORS!" type levels, which 7B was rife with.

User avatar zacman
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Post Posted: 10 Aug 2009, 10:33

Mister_Prophet wrote:All done in UED. It's a pretty sloppy deintersect job with shapes made from the 2D shaper. The first pic is just a revolved piece that I deintersected. The second was made from smaller pieces that I turned into a prefab.

I don't generally recommend this type of method. I made these maps four/five years ago and have gotten over my prefab obsession since then. It's very easy to overload your node count this way, unless the map in question is very small. And it's very easy to spike a BSP error if you don't know what you're doing...like trapping zone voids that count towards your total zone count ect. It is also kind easy to get into the habit of limiting yourself to "OMGZ CORRIDORS!" type levels, which 7B was rife with.

So it's just deintersected Primitives and 2d shapes?! Looks much too complicated for that :shock:
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User avatar Mister_Prophet
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Post Posted: 10 Aug 2009, 10:34

No, they are all 2D shapes. At least in those pix.

One day I'm gonna make a full fledged 2D shaper tutorial. :o

User avatar zacman
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Subject:

Post Posted: 10 Aug 2009, 11:14

Mister_Prophet wrote:No, they are all 2D shapes. At least in those pix.

One day I'm gonna make a full fledged 2D shaper tutorial. :o

Awesome :tup:
all the ones I've found tell you how to do is make a shape and extrude :(
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