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Create terrain: path mesh vs brushes vs model

Started by bitterman, September 01, 2016, 07:47:40 AM

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bitterman

QuoteD3 automatically removes the stuff that faces the void

What do you mean?

If your ASE terrain is simply a cube in which all sides (except the top) are adjacent to caulk (an external bounds of the level) then this sides will be automatically removed when you compile the map?

The Happy Friar

In Quake engine it would render faces that are facing the void unless you caulked.  D3 automatically removes faces that are facing the void.

motorsep

@bitterman

I think you got a wrong engine to mess with. If you never modded Quake 1/2/3 and have hard time using what's available for Doom 3 (iddevnet, modwiki, TheDarkMod wiki, 3dbuzz and Doom 3 assets itself), you are better off using CryEngine or UE4 (those are the only FPS engine with bunch of docs and tutorials, including step-by-step guides; UE4 is a better choice as it was very active and large community, including pretty good Russia-spoken youtube videos).

bitterman

#33
Is it a crisis of faith that hurts not only me? ;)

Btw I learned also a bunch of engine-unrelated things and pulled my English (but it's still poorly, I know).

So in essence I should be grateful for that choice.

Thanks, guys!

P.S. motorsep you forgot visucore and doom3world via web archive.

motorsep

Quote from: bitterman on September 15, 2016, 04:04:43 AM
Is it a crisis of faith that hurts not only me? ;)

Nothing to do with faith. Just practical and clear thinking. Telling you this out of 3.5 years of wasted dev time. Even for personal reasons, if you want to express your creativity, this is the wrong engine to start with (unless you already have solid experience with idtech modding).

kat

@OP: If terrain models are causing particular problems with collision/AI the way to work around the problem is to block out your expected path using brush volumes manipulated into shapes the AI can use and then export this for work in a 3D app - the 'path' is minimally edited or changed, the terrain built up around it. Once imported back into the editor the model will sit exactly over the top of the previously prepared brush 'path' the AI should be able to follow.