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Fun with vertices...

 
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DF Veteran
Ree-Yees

Joined: 24 Nov 2005

PostPosted: May 26, 2007 07:36    Post subject: Fun with vertices... View user's profile Send private message Reply with quote

When you guys edit your levels, say you want to make a rounded staircase. How do you guys do it? The only way I can figure at this point is to edit the X and Y coords of each vertex to create that roundness. The problem with that is that when you do the outside edge of the staircase (say you already rounded the inside edge of the staircase) you have to use pythagorean theorem to find out how long the step has to be to fit the texture you're using. Is there an easier way?

One other semi-off-topic question. How long (days, months, years) do great levels (Beyond Glory 2, Mt. Kurek, Dark Tide) usually take to make? I have spent several hours working on only the first couple sectors of a new level. I have been playing with trying to allign textures and setting the lighting and rounding my staircase. It's taking forever!

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: May 28, 2007 08:21    Post subject: View user's profile Send private message Reply with quote

Pythagoras was the only way I could do it; that was on a Mac, I'm not certain if Windows editors had a proper texture alignment feature.

As for how long it takes, well, a long time. This is more than emphasises by the number of ambitious projects that never got finished, which shows how much dedication has to go into finishing a decent level.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: May 28, 2007 17:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

I always use the polygon tool to create circles for me. They make good templates when you are designing circular staircases. Just use the sticky vertex thing and it's easy.

On the subject of creating levels I spent about 3 or 4 years making Assassination on Nar Shaddaa. And so far I've been working on Dark Tide IV about the same amount of time. It's a lengthy process.

japh
Gamorrean

Joined: 30 Sep 2003

PostPosted: Sep 16, 2007 17:32    Post subject: View user's profile Send private message Reply with quote

A little math may be required, or use the circle tool to make a template.

Nervous Breakdown took about 8 months, I think, and turned out to be below-average.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 24, 2007 20:27    Post subject: View user's profile Send private message Reply with quote

The "polygon" tool is a life-saver. Of course, it will still take a little math to figure out what the exact sizes you want are, as well as how to rotate portions to make what you want. As for texturing? If it can't be covered by the "stitch" feature alone, then you have to do a little math.

Slight hint: 0.125 DFU equals one pixel. I actually just try to visualize the sector in my head and align the textures manually that way. It actually doesn't take too long, and I can write down (!) any walls that I made an error on while testing in-game.

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