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Mapping basics.

Posted: Fri Feb 04, 2005 3:21 pm
by machopenguin001
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.

Posted: Sat Feb 05, 2005 8:34 pm
by picklebro
Hey...I downloaded the HEK videos from off here on the main page under Tutorials..during the course of watching them I learned a lot about modelling for the 'sealed world' as you so aptly put it.

I highly reccomend those videos and only wish there were more of them. The last one in the set states that there are more to come...but I'm not sure there are. :(...but anyways, those videos will take you from scratch all the w ay to a playable map and beyond - I have never mapped before either and I feel like with those vids I could make a playable (even though it would likely suck) map in about 1 day.