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Re: Roman Building [Re: Cactus] #236424
11/14/08 07:01
11/14/08 07:01
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
There is nothing wrong with blocks. Block levels were here first, and ran on machines much slower than we have today.

Just don't ever use subtract. never ever.

Block levels are great because the lighting is so easy, and are indeed pre-calculated before runtime. And that's why blocks are great. you can have 20 lights in one room, and it wont effect how fast the level runs when playing it. It will increase the build time though.

Unlike model levels where you have to add numerous dynamic lights, which do kill the framerate, or you have to fake the lighting by adding dark and bright areas to the skins, then use seperate skins for each wall with different lighting etc etc...

Learn model levels later. Make basic block levels and add models for details. Don't try to make every little thing out of blocks!

Also use the 'snap' feature... maybe set to 8 or more, but NEVER set it to '1' or 'no snapping'
This way all edges and walls and floors line up perfectly and will build faster.

Block levels are fine... just a lot of people go with models because they like to use shaders for reflection and normalmapping... but nothing beats block lighting without great pains with the skins and dynamic lights.

I have a lighting 'tutorial' in the wiki link which you should read.

Again, for the 3rd time, don't ever use subtract!

Omce you get used to level making and model making, you can move on to making levels from models.

But only do it out of some necessity, not because 'everyone else' is doing it.

Oh, one more thing... don't let blocks intersect with each other. Only let the edges and faces touch each other. But don't let a block be inside another. That takes up calculations too during building, and can affect how fast it plays to some degree.

- Jason

Last edited by BlueBeast; 11/14/08 07:10.

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Re: Roman Building [Re: BlueBeast] #236601
11/15/08 05:09
11/15/08 05:09
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
actually this is very wrong. models can be light mapped just as easily, you just need to be able to bake them, and you need to get a plugin.

Re: Roman Building [Re: lostclimate] #236622
11/15/08 12:02
11/15/08 12:02
Joined: Jan 2005
Posts: 282
devon UK
D
DAVIDMORETON Offline
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DAVIDMORETON  Offline
Member
D

Joined: Jan 2005
Posts: 282
devon UK
Hi there BlueBeast, (Jason?)
Just read your statement re 'subtract' "never use subtract"
WHY? Please explain the dangers of using it.
David Moreton

Re: Roman Building [Re: Cactus] #236648
11/15/08 15:36
11/15/08 15:36
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Good Work.

Re: Roman Building [Re: Cowabanga] #236713
11/16/08 01:55
11/16/08 01:55
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline
Member
JakeL  Offline
Member
J

Joined: Aug 2005
Posts: 119
Madison, WI
‘Subtract’ splits a block’s faces in undesirable ways adding very long thin faces which cause problems in three ways. One, the skewed faces are more difficult for the compiler to correctly snap together sometimes leaving visible seams in the geometry. Two, the skewed faces are more difficult to light correctly sometimes leaving noticeable lighting artifacts. Three, sometimes the faces created are so thin that they are completely removed. You can see the edges for these faces by pushing the f11 key.

For simple things like a square door 'subtract' should be sufficient, but don’t try complicated shapes.

Building complicated shapes like arches out of individual blocks gives control over faces, kind of like modeling using quads. Keeping the number of skewed faces down makes a huge positive impact on frame rate as well as preventing all the problems listed above.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Roman Building [Re: JakeL] #236735
11/16/08 09:40
11/16/08 09:40
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
Serious User
BlueBeast  Offline
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
I don't disagree with Lostclimate, my point is in WED all you need to do is add a light. Thats it.

With models you need multiple steps for the same effect. And plugins, or programs like MAX or MAya etc.

I liken it to the now obsolete 'flare'... it was much easier to click a checkbox then to make a 32 bit tga.

I've been at this tuf a few years now, and i don't know the first thing about lightmapping... starting with blocks is just easier for now is all I'm saying.

And one more thing about subtract... it can add significant time to the building for the engine. I, personally wouldnt even use it for doorways. simple doorways are just 3 blocks, and no risks of problems


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Re: Roman Building [Re: BlueBeast] #236748
11/16/08 11:15
11/16/08 11:15
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
The new mesh compiler allows to use models as meshes and then shadows can be baked in ED just like with any block.

Imho the huge advantage of blocks is the easiness of texturing them. Models need to be unwrapped and that can be a very time consuming task. More freedom in level creation has its price.

CSG substract is fine if used properly. You should never use it for holes, windows, caves, ... though. This is a real killer.
If you need to cut off an edge of a block, or the top of some cone, it normally works just great. Just don't overdo it.

Re: Roman Building [Re: FBL] #236785
11/16/08 16:06
11/16/08 16:06
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Reading the above almost makes me want to go back to blocks again. Main reason I choosed for models is that models are needed for the dynamics in the game, and I don't get them to visually fit with blocks at all. For me, it was either blocks only or models only. Allowed to use models as meshes sounds nice.

So, yes, nice building smile.


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Re: Roman Building [Re: Joozey] #236788
11/16/08 16:29
11/16/08 16:29
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline
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JakeL  Offline
Member
J

Joined: Aug 2005
Posts: 119
Madison, WI
Quote:
Imho the huge advantage of blocks is the easiness of texturing them.


I'll have to respectfully disagree here. I would say that it is easier to learn how to texture blocks, but once you learn how to UV map with any competent modeling package, texturing blocks seems archaic.

For instance try placing a texture around one of the prefab cylinders in WED. It takes a lot of patience to get the texture lined up on all faces just right. On the other hand, UV mapping a cylinder is incredibly easy.

Sorry, I’m so far off topic. The Roman building is a good start.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Roman Building [Re: JakeL] #236799
11/16/08 17:35
11/16/08 17:35
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
A cylinder? Probably yes.

A whole house? I don't think so.

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