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Horns and what to start from

Ask UnrealEd 2 mapping related questions, or give hints, tips and tricks
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GreatEmerald
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Horns and what to start from

Post by GreatEmerald »

1. How do you make a realistic horn in UED2? I know I could use the 2D Shape Editor, but it wouldn't be round then. Also I could use a lot of cones, but this takes a lot of time and resources.
2. When making a SP map, what do you start from? If it's outside, do you first set up the terrain?
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PRIMEVAL
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Re: Horns and what to start from

Post by PRIMEVAL »

1. Cones-tactic is the only way I know...
2. I usually start from the beginning area. If it's outside, I do the terrain first.

If there's a better way to do those things, I'd like to know.
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GreatEmerald
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Re: Horns and what to start from

Post by GreatEmerald »

I knew someone would reply just like this! :D
Hmm, too bad I made buildings before the terrain. :D Ah well, I can still calc how much space they take and make terrain that would reflect that. Just that I'm not too good with terrain :-/ Loads of vertex editing and stuff.
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Tronovision
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Re: Horns and what to start from

Post by Tronovision »

Not that I am an expert, I agree with Primeval in creating the terrain and what is to be the skybox first.

Once you are satisfied with the terrain build a box (i.e. the pink brush after you press "build") to surround the whole outside area (including what is to be the skybox) and press the "deintersect" button. This will create one continuous brush from the many brushes you have made for the terrain. This will make your brushwork look cleaner and may improve your level performance (reduce the total number of vertices).

When creating terrain, I would avoid vertex editing unless you see it to be necessary. This method is way more time consuming and can lead to some pretty ugly results (HOMs for example) if it is not done correctly. I would recommend using the deintersect approach instead. This technique involves subtracting a large box (4096X4096X4096 or something) somewhere else in your level (or possibly a new map). Build a smaller box (1024X512X512) within the larger one you subtracted (so now you have just the pink brush). Move the brush to one of the corners of the larger subtracted box and rotate it in the top and side 2d views. Ensure that some of the pink brush is outside of the large box and press the subtract button. You will note that the edge of your pink brush that was overhanging has been cut off and now takes on the shape of the box where it overlapped (I know this sounds confusing but try it and you will see what I mean). If you continue to rotate the pink brush move it to overhang the brush and deinterect numerous times you will eventually "widdle away" your pink brush into a more organic and natural feeling shape. If you are happy with your product, simply move it to where you want in your level, deintersect it if you are adding it (or intersect if you wish to subtract the brush) and then add/subtract it. Unfortunately, if you make a mistake with your brush you have to reset it by building another brush and starting over... However, you can create a myriad of shapes and with a little practice you can start pumping out some awesome shapes that have relatively low poly count too!
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GreatEmerald
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Re: Horns and what to start from

Post by GreatEmerald »

Oh, right, the subtracting way. I totally forgot about it, though I used it a lot back in the days. And still, I can't see a way to make a horn like that. It has to be round in 2 directions - half round in one and totally round in another.

The builder brush is by default red... The pink brushes are semi-solids.

The skybox first? No way, I usually do it the last. It's not that hard to set the walls to be fake. And that way I can make more individualised skyboxes that reflect what I want.

I use the deintersect a lot. That's a great way to make T3Ds too.

Well, vertex editing is the most natural way of doing this. Takes a lot of time, but works. http://members.fortunecity.com/bot40/Terrain/Part1.html
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Tronovision
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Re: Horns and what to start from

Post by Tronovision »

Re: The Horn
I think I know what you are trying to go for with the horn. I am not sure about the dimensions of the thing but if you want it to be round, build a 6-8 sided cylinder (lets say out-r=32, h=128, hollow=false). Since the vertices will not be right on a grid intersection (at the default grid setting of 16), vertex edit them (i.e. move them) to the nearest grid intersection. Change the grid resolution to 8 and taper the horn by either grabbing each of the top vertices and move them one grid unit (in if you are doing the top, out on the bottom). Add the brush and the result is a tapered column. Build another brush of 64 height and vertex edit in the top view to make the vertices of your newly built brush overlap the one you just added and continue with tapering. Add a few "segments" and then crown it with one that comes to a point using the 2d editor. So, just the same, make a shape in the 2d editor that will almost overlap your last segment and then use the "extrude to point" button. Now use the same vertex technique to make it part of the rest of your horn. I took the time to do exactly this and I made a horn to show you the final product. You can download the t3d file here: [url=http://www.skaarjmonuments.com/Downloads/Brushes/HornTest.zip]http://www.skaarjmonuments.com/Downloads/Brushes/HornTest.zip[/url]. Hope this helped you!
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GreatEmerald
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Re: Horns and what to start from

Post by GreatEmerald »

Of course! Cylinder, Cylinder, Cylinder, resize/move, resize/move, resize/move, cone, vertex edit.
Thanks! Maybe not exactly as you made it, but works the same.
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Tronovision
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Re: Horns and what to start from

Post by Tronovision »

NP  ;) . Have you done any work with TerraEdit? This is a really great program to create realistic terrain (a time saver too!). If you dont already have it you can download it here: [url=http://www.skaarjmonuments.com/Downloads/MappingTools/terraedit-1a.zip]http://www.skaarjmonuments.com/Downloads/MappingTools/terraedit-1a.zip[/url]
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GreatEmerald
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Re: Horns and what to start from

Post by GreatEmerald »

Yes, I have it and tried it, but no, the terrain isn't that realistic plus there's no grid you could see and check if your building fits there.
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PRIMEVAL
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Re: Horns and what to start from

Post by PRIMEVAL »

I only use TerraEdit for the mountain top areas, then I carve my way down.
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