Re: Sewer Probs
Posted by mch on
Thu Mar 17th 2005 at 9:49pm
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I think maybe you should see how displacements work out for the sewers,
as you can use the command "sew" to help fix this problem
I think your problem is that its stretching shapes weirdly and its hard
to line anything up. Lining weird shapes like arches and toruses is
very difficult
Re: Sewer Probs
Posted by fishy on
Thu Mar 17th 2005 at 10:27pm
Posted
2005-03-17 10:27pm
fishy
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instead of having joints like that as nice smooth connecting surfaces, you'll find it easier, and probably more realistic, if you use a brush or model to hide the seam. put a 360 arch around the join, and it'll look fine.
Re: Sewer Probs
Posted by Rof on
Thu Mar 17th 2005 at 10:49pm
Posted
2005-03-17 10:49pm
Rof
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Looks like the arch is slightly rotated with respect to the torus.
Notice how each vertex on the arch corresponds to a mid-point of an
edge of the torus (and vice versa).
You need to rotate the arch around its axis slightly so that it's vertices line up with those of the torus.
Re: Sewer Probs
Posted by CLs on
Thu Mar 17th 2005 at 10:54pm
Posted
2005-03-17 10:54pm
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thanx.....i`ll give that a try.....
CLs
Re: Sewer Probs
Posted by French Toast on
Sat Mar 19th 2005 at 1:06am
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Alright here is watcha gotta do. First off make sure that the torus and the cylinder have the same amounts of sides. Then get into a 2d view and line them up approximately. Now just get into a 2d view and rotate the cylinder until the edges line up good enough. If they don't line up perfectly, which they might not, then there are some things you can do.
You could put some sort of displacement to cover them and make it look like moss, and scatter it across the tunnel so it's not only on the seam.
Or you can have really dim lighting so that no one will really notice it.
If you have it dip down a bit from that huge hole in the wall then you could put some water in so that nobody will look down and see the seam.
Then again if it's good enough you might not need to do anything. If someone is running/crawling through a tunnel I doubt they are going to be stopping to make sure that the seams line up. Just make it to the best of your ability and that should be fine.
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This is a very, very small thing, and probably not worth your while,
but you might consider making triangles out of the 4-sided polys that
make up your archway, by movnig the vertices along the edge to meet at
corners. This would give you triangles that would not be
subdivided on rendering.
Small thing, especially given your current concerns.
-LN
Re: Sewer Probs
Posted by Leperous on
Sat Mar 19th 2005 at 11:21am
Posted
2005-03-19 11:21am
Leperous
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I wouldn't recommend rotating the cylinders to fit with the torus. You might get lucky and be able to vertex manipulate them together, but without lots of fine tuning with the torus I doubt it.
For a start, if you want your sewer to look that curved, you really have to use displacement surfaces- that many brushes is overkill and will hurt VIS/in-game. Yes the entrance will be a problem, but you can fudge that without people caring, e.g. by a less curved brush cylinder, or a simple square entrace. So, either heavily cut down the number of sides of your cylinder/torus (even just 8 sides looks decent!) or use displacement surfaces and fudge an entrace.
Re: Sewer Probs
Posted by CLs on
Sat Mar 19th 2005 at 4:30pm
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After much tweaking I finally got them to line up perfectly everytime (turns out the the cylinder was actully 31 sided and I could have sworn I made it 32 sided....
Anyways, thanks for all the help and I am going to take the suggestion of using displacments to liven up the sewers (moss,dirt,etc) as they are looking pretty bland right now
As for the 32 sides(follwing the Arch Tut), I think i might cut it down, but not turn the whole sewer into a displacment as I want to keep the entrances...
CLs
Re: Sewer Probs
Posted by French Toast on
Sat Mar 19th 2005 at 4:39pm
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TBH I don't think that 32 sides is necessary. Using 16 would work fine and cut down on your brush count thus effectively raising performance with little aesthetic loss.
Re: Sewer Probs
Posted by DrGlass on
Sat Mar 19th 2005 at 6:27pm
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I find that 32 works better with lighting, and a sewer isn't really
something that will be seen from many areas of the map, so with good
VIS blocking you can go with it.
Though, 16 isn't bad at all.
Re: Sewer Probs
Posted by Push6 on
Wed Apr 13th 2005 at 7:24pm
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I agree with previous comments, 32 sides is definatly overkill. 16 or less, my friend. 16 or less.