Posted by Vagrant on July 18, 2000 at 17:27:57:
In reply to: no meshes between blocks? posted by TB on July 18, 2000 at 09:06:25:
: Kev, me again,
: I viewed several TR2/3 levels with Rview and exported the meshes to dxf. From what I saw, there were no meshes between blocks/slants whatever. Is this the reason why our/my levels flicker? This would mean that we only need surface data in the mesh.
yes, that is correct.
TR game engine is no different than others in this respect:
the level(the game "world") must be a closed box, otherwise,
the engine tries to "look into infinity" ...(hence, the "flicking
holes")
use Rhino3D to correct your rooms.
if you want to make "patchs" to do this...
on the bottom bar, right click to bring up the texture layers.
create a new layer and name it with a texture # that you would
not ordinarily use...(I use Lara's "shorts" oftentimes)...
next, select a layer that contains a "hole". click "inverse".
then, "lock these layers" ...You will have to go to (at top)
tools/ polygon meshes/ "explode polygon meshes" ...
then hit the F10 button("all points on" ) .....now
you can use "object snap"(bottom bar) to select a few points
and "close the hole" ...
if you don't want to "patch it" ...
or, you can "copy & paste" a nearby mesh near it & then
use "object snap" to "snap" it into place ("F10 points on")
("F11 points off") hotkeys in Rhino "options set-up"...
incidently, in TR levels, it's ok to make a "big 3D mesh face",
they do not have to be a "one unit block size" ...
however, the texture will be "stretched", much bigger....
so, try some bigger 3D faces; you'll like this; it's easy to do
& usually looks ok...
(I have made whole rooms with wall meshes that were "2 blocks high")
and, you will see them in original TR levels also...
that's how they do it, too...
but, sometimes, you need to have the regular sized tiles; so,
get good at that also...
good to hear from you TB, see ya'
Kevin