Respectin' The Capital Z
#1939 posted by DaZ on 2016/01/13 02:17:58
Wait... That's Warren? OK then. Changing names more than caitlyn jenner changes gender ;)
No, That Was Willem
My idea for a similar tool was to move a plane along a path and create brushes from that. The number of brushes depends on some precision factor given by the user. The path is defined either by a series of transformations or by a curve. It' a generalization of your tool.
But it's just a very rough sketch right now.
Polygon, Not Plane
#1943 posted by JneeraZ on 2016/01/13 11:48:50
Sleep - Yeah, that would work for Quake. The limitation there is obviously that the polygon needs to be convex. A more powerful option would allow for multiple polygons to be extruded along said path - To create, say, a pipe with an indent in it or whatever...
You could draw the shape with the new brush drawing tool and have it rotate around the world origin (or a point of your choosing). The 2d Shape Editor thing allows you to extrude out or create bevel objects too but I guess that's not needed as much for TB since it's already much better then UED 2 for editing vertices etc.
Willem
I think having more than one polygon would be the way to go. Turning a concave polygon into convex ones is not too hard, but doing it in a way that appears "good" to a level designer is a challenge. The CSG subtraction in TB2 attempts to do this, and it works well, but the algorithm is kind of a nightmare.
Make Rounded Things Round
#1946 posted by Hai on 2016/01/18 23:09:41
The custom Quake 1 engines that levels are built nowadays should acquire bezier patch mesh support. I think it has some shortcomings in Quake 3 that are addressable, e.g. by setting fixed counts of rows and columns instead of letting the engine connect and LOD as it sees fit.
I guess it would require wide-spread engine support. I don't think it's really needed. Hell if everyone starts adding features then fine, but right now it's not urgent.
The Beauty Of Quake Is In Its Simplicity
This applies to the visuals, too.
You Guys Are No Fun :(
#1949 posted by Hai on 2016/01/18 23:26:51
Personally
#1950 posted by ijed on 2016/01/19 04:34:02
I'm all for innovation, but what's fun about bezier patches?
I mean that in the most direct way - what would they bring to the game that it's missing right now?
For a feature request to gain traction it's got to be something that many people, especially the creator (doing it for free) needs to think would be a benefit.
This doesn't sound like an improvement. Like bump mapping on a mesh of 30 polys.
#1951 posted by Lunaran on 2016/01/19 04:46:02
everyone has one desired feature they'd flip for. just one.
everyone's is different.
the results of everyone's pet feature all being piled into one engine at the same time are ... not pleasant to look at.
Two Words
#1952 posted by Zwiffle on 2016/01/19 05:35:04
Dick Brush
Make it happen, TB2.
#1953 posted by Lunaran on 2016/01/19 06:41:30
Bezier Patches
Will make it in one day as he plans to support making quake 3 maps
#1955 posted by JneeraZ on 2016/01/19 12:08:33
"I'm all for innovation, but what's fun about bezier patches? "
^^ THIS
As much as I love tech, I never had any love for the curved surfaces in Quake 3.
#1956 posted by Spirit on 2016/01/19 13:15:16
#1957 posted by Kinn on 2016/01/19 13:18:00
It's rather telling that even after all these years, no-one (at least on this board) has tried using Quake 3 bsp + Darkplaces for a Q1SP.
That wouldn't look noticeably worse if it was simply a 24-sided circle.
Didn't Speedy?
#1959 posted by Spirit on 2016/01/19 13:43:11
#1960 posted by JneeraZ on 2016/01/19 13:43:17
Spirit - Sphincters, tongues and flesh tubes.
#1961 posted by adib on 2016/01/19 14:11:00
Maybe not as an engine modification, but as a mapping tool to make arches or to just link one point to another with a "curved" surface.
Hehe
#1963 posted by Skiffy on 2016/01/20 02:22:14
Pyro what devilry is this? :)
GIVES!
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