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Brush Based Cliff
Brush Based Cliff
| Name: | Ben Acord | ![]() |
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| Date Posted: | Aug 24, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Ben Acord |
Blog post
Here's a single cliff face created from brushes. Better performance. This was modeled as a map and tweaked ever so slightly within Constructor then exported as a DIF.

Recent Blog Posts
| List: | 12/11/07 - Change Logger - Released 11/30/07 - Change Log 11/27/07 - Disaster Recovery - for the Enterprise Indie 10/20/07 - Commanding Entrance 09/30/07 - Fun with Caves 09/03/07 - Cave Update 08/25/07 - DIF Stalagmites Rock 08/24/07 - Brush Based Cliff |
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Submit your own resources!| J.C. Smith (Aug 24, 2007 at 19:02 GMT) |
| Neill Silva (Aug 24, 2007 at 19:02 GMT) |
| Stephan (viKKing) Bondier (Aug 24, 2007 at 19:03 GMT) |
How did you make it?
Nice work.
| David Montgomery-Blake (Aug 24, 2007 at 19:51 GMT) |
You could license Unreal 3. The source to Gears is included now to satiate lawsuit-minded licensees.
| Ben Acord (Aug 24, 2007 at 20:32 GMT) |
Edited on Aug 24, 2007 20:33 GMT
| Don Hogan (Aug 24, 2007 at 22:10 GMT) |
| Mikael Pettersson (Aug 25, 2007 at 01:21 GMT) |
... and iv noticed that the most common problem is when two brushes intersects each other ... rather then aligning snuggly face-to-face.... no matter how minute the intersection is. Have you checked if that is what is stealing your FPS?
| Ben Acord (Aug 25, 2007 at 01:24 GMT) |
| J.C. Smith (Aug 25, 2007 at 02:14 GMT) |
| Neill Silva (Aug 25, 2007 at 18:34 GMT) |
| James Brad Barnette (Aug 25, 2007 at 23:38 GMT) |
| Ben Acord (Aug 26, 2007 at 00:09 GMT) |
It's also running on a underpowered laptop: Pentium M 1.60 GHz with 512 MB RAM and an ATI Radeon Mobility 9600.
| J.C. Smith (Aug 26, 2007 at 03:56 GMT) |
Edited on Aug 26, 2007 03:56 GMT
| Neill Silva (Aug 26, 2007 at 17:45 GMT) |
| Greg Hoglund (Sep 04, 2007 at 17:46 GMT) |
Take a look at this screenshot: http://www.rootkit.com/vault/hoglund/deadmines.jpg
This is the 'deadmines' instance in WoW. It seems perfectly reasonable to me to expect to model a level in Torque that follows this format. In the WoW engine, the walls of the tunnel are single-face and mapped on the inside, obviously. But, in Constructor, I've tried to do this using thin rectangular brushes placed at angles. If I stick to rectangles it's OK - but if I try to deform the face at all by moving vertices I start to get the vanishing face problem. If I use any of the cut or slice tools, it's done - basically destroys the brushes causing this vanishing face effect. Also, if two overlapping rectangles faces are coplanar, you get a real weird morie pattern when rendered in TGE. As an aside, I installed Constructor 1.3 to see if it fixed any of this, but it didn't (and in fact, the brushes exported from 1.3 did not collide w/ the toon anymore - as if they aren't solid, an effect that was not present in the 1.0 exported stuff - ugh). Seems like DIF was designed for boxy-quake-levels and not really meant for amorphic terrain like this. Would be nice to get some pointers on using Constructor to build interior terrain like the deadmines pic I linked above. Maybe its just not possible?
-G
Edited on Sep 04, 2007 17:47 GMT
| Stephan (viKKing) Bondier (Sep 04, 2007 at 18:13 GMT) |
DeleD can export in a Torque format or .map?
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