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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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  • #1
    12/09/2006 (12:13 pm)
    Here is a Torque.def file that has portal and detail brush. www.garagegames.com/mg/forums/result.thread.php?qt=44199
    #2
    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
    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
    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
    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
    ------------------------