3rd Party Models/Media Chat / Maps from Modular Fixtures.

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miki
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Posted: 24th Mar 2015 23:06 Edited at: 25th Mar 2015 00:36
Hi,



The 45 degree snap rotate is great for square fixtures

Is there a way to adjust the 'snap values' ?

That could make all kinds of modular shapes possible.

kind regards,
miki.

edit:

an up and a down

in the end
synchromesh
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Posted: 25th Mar 2015 12:17
Hi Miki

There is currently no up/down snap feature but I have made segment models at the right height for easy construction ....
So for example ... A house with a roof in a modelling program ...delete the bottom and export the roof.... then delete the roof and export the bottom ...

When you place the bottom in gameGuru and then add the roof its pre set to the right height already.
The same could be done with your higher segments so in top/down view they snap together perfectly... I hope you get what I mean
Don't know if that would help ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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miki
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Posted: 25th Mar 2015 14:53 Edited at: 25th Mar 2015 14:57
I get what you mean. I use the method for adding roofs after, helps placing entities insides buildings before.

With this particular module I put a dummy block in and delete it after.

edit: As far as the snap is concerned it would be better if we could set the rotate to different increments.

The problem now is waypoints for npc's above terrain. (But that's another thread).

cheers,
miki.
in the end
J_C
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Posted: 25th Mar 2015 17:19
I added this to the Fpe file for my first floor room models
defaultheight = 300
or set to what ever height your ground floor model is...this is default height above terrain so works on hills also..

It used to take ages to stack these models before.. but now they are as simple as the ground floor...
They even float in the air at 300 with nothing below them.. may be useful for someone...
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miki
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Posted: 25th Mar 2015 17:38 Edited at: 25th Mar 2015 17:46
Quote: "may be useful for someone..."


coool!

I'm writing it into my fpe's now.

Could do with a method to govern the terrain height as well.

cheers,
miki.

edit:

in the end
synchromesh
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Posted: 26th Mar 2015 11:33
Quote: "I added this to the Fpe file for my first floor room models
defaultheight = 300"


Fantastic .... I didn't know that .... I used the offy to try to alter the height ....this is better
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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mint sandcastle
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Posted: 26th Mar 2015 14:28
Hi miki .
I was experimenting with snub square tiling, to get some irregularity into maps while still having tilling and reusable components. Although the individual shapes don't fit the grid, they do periodically tile into larger areas that do tile onto the grid. And I was working with these larger areas as entities.

Maybe pentagons have such a tiling ? Perhaps Cairo pentagonal tiling? Some pentagons would need to be chopped up. And you would need parts of at least 4 pentagons on each square tile. And rather than one tile you would need a bunch of them to account for the different possibilities. In order to make paths like in your example image.

I agree that the snapping grid is an important tool and it needn't be limited to a square grid. Being able to snap a doorway to a doorway or a flat edge to a flat edge would open up a lot of possibilities.

I've changed my approach to modeling things room by room that can hopefully be stacked to make buildings. It would be good to have more snapping options to stop things being too square.
miki
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Posted: 27th Mar 2015 00:19
Hi mint sandcastle,

Quote: "room by room that can hopefully be stacked to make buildings"


At the moment npc ai is limited on levels above terrain.
(As far as I understand they'll shoot you just fine but won't move around to well).
So you'll be pretty much on your own if your not on the ground floor.

As for NGons. With some small adjustments 3 to 7 sided fit together, after a fashion, on a 45 degree snap.



cheers,
miki.

in the end
Pirate Myke
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Posted: 27th Mar 2015 07:21
Yes, for now that is true. Nice job on these.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

mint sandcastle
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Posted: 27th Mar 2015 12:08
I'll bear that in mind about the npc ai and keep an eye on how it develops.
Maybe I'll make some upper floors of buildings that are lower poly and only ment to be seen from the outside, as that might be a handy thing to have anyway. I think the store is after explorable buildings though. I guess they would work for multi player.

Its tricky to balance making stuff for how things work now with how you think it will or should work in the future isn't it.

That's a top bit of NGon wrangling. I like it a lot.
miki
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Posted: 27th Mar 2015 12:34
Here's a work-around for above terrain ai.









I hope that makes sense, and is of use to folks.

cheers,
miki.
in the end
mint sandcastle
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Posted: 15th Apr 2015 11:55
Hello Miki and everyone.
Did you see lee's devblog post about snapping?

https://www.game-guru.com/devblog/?p=86

I guess it really pays to talk about what your working on and features you want and need on here. Now I have to figure out how to make assets that will take advantage of it. I'm still plodding along, working to get my square rooms up and running.

http://mint-sandcastle.blogspot.co.uk

I'm really pleased about this feature though.

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