3DWS: Detail brush "How to
by Michele Bedendo · in Game Design and Creative Issues · 12/07/2006 (9:01 am) · 5 replies
Hi guys,
I'm wondering how to define a brush as a detail. I've searched on this forum but found anything. Anybody could help me? Thank you very much in advance.
Michele Bedendo
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TNT Artist-Designer
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I'm wondering how to define a brush as a detail. I've searched on this forum but found anything. Anybody could help me? Thank you very much in advance.
Michele Bedendo
------------------------
TNT Artist-Designer
------------------------
#2
when defining the "detailbrush" classname when I save the map and then go for the conversion I obtain an empty DIF file: it doesn't recognize any structural/detail surface. This the converter's log:
STATISTICS
- Total brushes: 1
+ Structural: 0
+ Detail: 0
+ Portal: 0
- Number of zones: 1
- Number of surfaces: 0
I'm exporting to TSE not to TGE as the thread you suggested me was about and I'm working with 3DWS 5.47. Could be these versions I'm working with the problem?
Thanks.
12/10/2006 (4:38 am)
Thanks Mark, I've understood better how 3DWS works in this way. But I still have a problem:when defining the "detailbrush" classname when I save the map and then go for the conversion I obtain an empty DIF file: it doesn't recognize any structural/detail surface. This the converter's log:
STATISTICS
- Total brushes: 1
+ Structural: 0
+ Detail: 0
+ Portal: 0
- Number of zones: 1
- Number of surfaces: 0
I'm exporting to TSE not to TGE as the thread you suggested me was about and I'm working with 3DWS 5.47. Could be these versions I'm working with the problem?
Thanks.
#3
when defining the "detailbrush" classname when I save the map and then go for the conversion I obtain an empty DIF file: it doesn't recognize any structural/detail surface. This the converter's log:
STATISTICS
- Total brushes: 1
+ Structural: 0
+ Detail: 0
+ Portal: 0
- Number of zones: 1
- Number of surfaces: 0
I'm exporting to TSE not to TGE as the thread you suggested me was about and I'm working with 3DWS 5.47. Could be these versions I'm working with the problem?
Thanks.
12/10/2006 (4:48 am)
Thanks Mark, I've understood better how 3DWS works in this way. But I still have a problem:when defining the "detailbrush" classname when I save the map and then go for the conversion I obtain an empty DIF file: it doesn't recognize any structural/detail surface. This the converter's log:
STATISTICS
- Total brushes: 1
+ Structural: 0
+ Detail: 0
+ Portal: 0
- Number of zones: 1
- Number of surfaces: 0
I'm exporting to TSE not to TGE as the thread you suggested me was about and I'm working with 3DWS 5.47. Could be these versions I'm working with the problem?
Thanks.
#4
Seems that I solved the problem with TSE by defining in the Torque.def file the detail class as "detail" instead of "detailbrush".
Thanks a lot. :D
12/10/2006 (6:07 am)
Hi guy,Seems that I solved the problem with TSE by defining in the Torque.def file the detail class as "detail" instead of "detailbrush".
Thanks a lot. :D
#5
solved the recent Detail brush definition problem I found another one. I've followed a good tutorial in order to understand how detail brush works but I made some tests and this is what I discovered:
- I have 2 overlapping cubes.
Exporting both brushes as they are I obtain 14 surfaces: what I espect from the converter.
Exporting one brush as detail and the other one as normal I obtain 11 suprfaces: what the tutorial tells to do.
Exporting both brush as details I obtain 14 surfaces: what I don't espect from the converter.
Now, imagine to have 3 overlapping cubes. They have not the same size so the lower one is bigger that the middle that is bigger than the top one. This will cause a subdivision process for the 2 lower cubes.
What I espect to do? Defining the lower and middle cube as detail in orther to avoid their subdiviosions: "I'm sorry" tells me the converter, if two brushes overlap or touch and both are details you wont avoid the subdivision. It's a different thing if you define as a details brush the lower and the top one.
As you can see this is a simple example that probably has a solution, but imagine having a more complex model...you go crazy trying to make it work following this logic.
I hope that I'm wrong, that I've committed some mistake because, if not, the detail otions is very very bad handled.
Michele Bedendo
------------------------
TNT Artist-Designer
------------------------
12/13/2006 (4:11 am)
Hi again,solved the recent Detail brush definition problem I found another one. I've followed a good tutorial in order to understand how detail brush works but I made some tests and this is what I discovered:
- I have 2 overlapping cubes.
Exporting both brushes as they are I obtain 14 surfaces: what I espect from the converter.
Exporting one brush as detail and the other one as normal I obtain 11 suprfaces: what the tutorial tells to do.
Exporting both brush as details I obtain 14 surfaces: what I don't espect from the converter.
Now, imagine to have 3 overlapping cubes. They have not the same size so the lower one is bigger that the middle that is bigger than the top one. This will cause a subdivision process for the 2 lower cubes.
What I espect to do? Defining the lower and middle cube as detail in orther to avoid their subdiviosions: "I'm sorry" tells me the converter, if two brushes overlap or touch and both are details you wont avoid the subdivision. It's a different thing if you define as a details brush the lower and the top one.
As you can see this is a simple example that probably has a solution, but imagine having a more complex model...you go crazy trying to make it work following this logic.
I hope that I'm wrong, that I've committed some mistake because, if not, the detail otions is very very bad handled.
Michele Bedendo
------------------------
TNT Artist-Designer
------------------------
Torque Owner Mark Barner
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