Mapping basics.
Posted: Fri Feb 04, 2005 3:21 pm
I tried to make a map last friday, it wasn't 'awesome' but I was determined to make it better than one of those 'mass produced' maps. Well, I got all the way through making a couple objects and making them all one object (without z buffering triangles! I actually deleted the faces on the inside and made it one whole HOLLOW model! Whoohooo!) and then I exported it.
Totall mess. It wasn't as bad as it could have been, but I think I know how to avoid em now. Well, I used to think that and, LOOK WHERE IT GOT ME! Lol!
Well, I need a valid explano of how to successfully model a map based with the sealed world rules in mind. Basically, I think it has something to do with edges. Do all the poly's have to be connected a certain way? I made the whole thing solid, and still got open edgey errorz...
Give pictures, I need wireframes. Show me what a regular box would look like (wireframe) and what a screwed up box would look like.
Totall mess. It wasn't as bad as it could have been, but I think I know how to avoid em now. Well, I used to think that and, LOOK WHERE IT GOT ME! Lol!
Well, I need a valid explano of how to successfully model a map based with the sealed world rules in mind. Basically, I think it has something to do with edges. Do all the poly's have to be connected a certain way? I made the whole thing solid, and still got open edgey errorz...
Give pictures, I need wireframes. Show me what a regular box would look like (wireframe) and what a screwed up box would look like.