About mapping
UncleCrunch
Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
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<div class="IPBDescription">getting more maps</div>I do believe there is a learning process about mapping. Still; sometime we loose time with certain things.
<b>Occlusion :</b>
What about a function that create an occlusion geometry.
Creating an entity that mean "it's interior", you would only have to check every "segment" for being part of 2 faces.
1 you could check for holes.
2 you could generate the occlusion with a "modified scale" function.
<b>Basic entities map:</b>
Maps can crash because we forget something. Having a start without being a real map (as we can download) would help.
Flat surface, all tech point and a set of power node linked to a room is enough.
<b>Texture alignment:</b>
I may be wrong but i did not find the automatic texture alignment.
You select a wall as "reference" and all the previously selected walls align their textures to that wall
If reference wall 1 contain pixel 1&2, wall 2 will contain pixel 3&4.
<b>Occlusion :</b>
What about a function that create an occlusion geometry.
Creating an entity that mean "it's interior", you would only have to check every "segment" for being part of 2 faces.
1 you could check for holes.
2 you could generate the occlusion with a "modified scale" function.
<b>Basic entities map:</b>
Maps can crash because we forget something. Having a start without being a real map (as we can download) would help.
Flat surface, all tech point and a set of power node linked to a room is enough.
<b>Texture alignment:</b>
I may be wrong but i did not find the automatic texture alignment.
You select a wall as "reference" and all the previously selected walls align their textures to that wall
If reference wall 1 contain pixel 1&2, wall 2 will contain pixel 3&4.
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