Whats the best way to make interiors/buildings?

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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rec0





Posts: 82
Joined: Tue May 04, 2004 8:40 am

Whats the best way to make interiors/buildings?

Post by rec0 »

I can make everything inside a building ok etc. but its the building blocks i'm having difficulty with. I've tried using kirks and mattp001's methods but have troubles with open edges obviously because i'm making faces the wrong way. Could anyone explain which way to make faces and why? never really understood which way faces had to be made or why there were errors if they were the other way.

I've tried the boolean method but don't like it as its hard to then create doors etc as u can't hav more than oen boolean for one object...


any help in this area very much appreciated, this has really stumped me in the creation of my next map.
DD Godhand





Posts: 27
Joined: Thu May 06, 2004 10:17 am

Post by DD Godhand »

I have found that the best way to do it is that once you are done with one wall, turn off backface culling in the properties menu. You can get to the properties menu by right clicking the element you are working on.

If the face disappaers, then you might as well delete it and go the oppasite direction. Also the faces that face away from you will appear darker. I use this to troubleshoot my bases after i finish them. If you zoom into a point that you can see a wall you would't want mastercheif to see, you need to replace the wall.

In 3dsmax six you hafta toggle backface culling on and then off again to get it work right .. a small bug in the program.

C-Clockwise will create a face facing you.
Clockwise will create it facing away from you.

Hopefully this helps. 8)
rec0





Posts: 82
Joined: Tue May 04, 2004 8:40 am

Post by rec0 »

ah ok so backfaces are not to be seen by masterchief... so does that mean you can't just use a box, open it up by deleting a polygon as a door and have the mchief just walk around in the box?
DD Godhand





Posts: 27
Joined: Thu May 06, 2004 10:17 am

Post by DD Godhand »

Correct. So for a base you need an outer box to define the outside, and an innerbox with the normals fliped, as a room or rooms, then connect the two with a doorway. each face has only one direction ... matt001's tutorial is real good for this just wacth it slow and careful.

if you get on top of the level in sidewinder, there are points you can see and shoot through the level .. thats because collision and texture geometry is only way.
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