Best way to model rope?
by Justin Woodman · in Game Design and Creative Issues · 08/03/2006 (4:49 pm) · 10 replies
I am trying to model an old-style tent, and need ideas on how to show the ropes holding it to the ground. I have tried triangular prisms, long textured planes, and cylinders of all shapes and sizes, but I can not get it to look like a rope. How do the majority of games do it? Any ideas would be great.
#2
08/03/2006 (5:51 pm)
Another way might be the same method used in Tribes 2 for the "ELF Gun effect" only with a rope texture instead of electric. It might work, not sure how it's done. A plus to this is the rope would bend realistically, I remember how it didn't have any jagged edges you'd expect to see using a 3d mesh. it bent smoothly, it would be awesome if someone were to program it to bend around edges and corners and stuff. You might get some neat rope effects with that
#3
08/03/2006 (6:01 pm)
Ummm... I know someone is going to die of a heart attack after hearing this, but I've never played tribes, tribes 2, or tribes vengeance. Come to think of it, I have never even seen someone play any of them. So, I am going to have to ask someone to explain to me how the effect worked.
#4
, helphhhhh...
I would try searching on the internet for rope tutorials and see if there is a method suited to low poly meshes. My first thought is some kind of billboard because when you look at a rope all you see is a kind of striped/twisted texture. Not sure how to construct it though. Does the rope need to change, bend? Another idea is to make it out of two polygons with rope textures in a crossed configuration. Kind of like a laser blast.
08/03/2006 (6:51 pm)
Ah, ah, ah, I would try searching on the internet for rope tutorials and see if there is a method suited to low poly meshes. My first thought is some kind of billboard because when you look at a rope all you see is a kind of striped/twisted texture. Not sure how to construct it though. Does the rope need to change, bend? Another idea is to make it out of two polygons with rope textures in a crossed configuration. Kind of like a laser blast.
#5
08/04/2006 (4:50 am)
Stick with a 3 or 4 sided cylinder with a simple rope texture on it.
#6
08/04/2006 (7:13 am)
Most of the ones I've seen in commercial games are 3 sided cylinders with a texture.
#7
Anyway, thanks for the suggestions
08/04/2006 (8:25 pm)
Ok, thanks everyone, I guess a low-poly cylinder is the way to go, as that is how the "making of Gothic 2" said to do it. I just wish there was an easy way to do it in code, maybe something that would generate a rope between 2 nodes... that would be great.Anyway, thanks for the suggestions
#8
08/05/2006 (5:37 am)
There is a way of doing that, as demonstrated by games like half life 2. I would bet that few people who read the art forums actually know how to do that, though. I sure don't.
#9
08/05/2006 (1:47 pm)
I payed attention in Fable and it looks like it was maybe five sides with a rope texture on it. You could draw a rope in code by defining an object that stretches between two nodes, but it would need to be a new C++ object with OpenGL code. The code could dual for use as a grappling rope or something if it can bend. Again, this would be a code effort.
#10
Since I am going to be using alot of rope in some of my models, I think writing the script might be worthwhile.
Thanks again everyone
08/05/2006 (2:21 pm)
Right. I think the best way to do this might be to actually write a python script for blender that will generate a rope between 2 nodes. That way, the rope will export with the model, and I will not have to deal with writing a c++ class for it, or any of the server/client stuff (I doubt I am experienced enough to do it anyway).Since I am going to be using alot of rope in some of my models, I think writing the script might be worthwhile.
Thanks again everyone
Torque Owner Dave MacIsaac