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:
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
ModDb Portfolio "Bear," she cried. "I love you. Pull my head off."
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.
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