I will make some schematics later, today, with my interpretation of Per's ideaSekmeton wrote: And, I'm ok with theidea, but I'm not sure of how it would look like...Per wrote:to add a subterranean base to each defensive structure instead of adapting vertices to the map.
Modifications to defensive building models needed
Re: Modifications to defensive building models needed
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cybersphinx
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Re: Modifications to defensive building models needed
Let me illustrate the problem:Sekmeton wrote:So, it is not possible to make an Automatic terrain flat?
We have a slope, and want to build something on it: So the ground gets flattened for three tiles: We add a second building: ... and that also flattens the ground: The changes in height of the terrain in this case are not that great. But suppose the left building was a wall of three tiles that flattened the terrain, and you want to extend it to the right: What do you do now? Keep the wall at the current level and raise the terrain to the right? Lower the already existing wall? And remember that every tile has four neighbors, not only the two shown in the intersection. After some tiles, you end up having to modify large areas of terrain (or you have to limit the extend of buildings to an impractically small area).
It is much easier (and probably better looking) to just add a base to the buildings that goes under the terrain where needed.
Re: Modifications to defensive building models needed
No, I think he means, instead of making new models with a "basement", why not just stretch the current models down?Per wrote:Yes. That is what I am suggesting.BulletMagnet wrote:what about extending the models down and just clipping through the terrain?
...or is that what is being proposed?
Re: Modifications to defensive building models needed
Doesn't the games does this already... at least for walls? I have seen some really weird configs of walls on slopes before.Zarel wrote:why not just stretch the current models down?
Re: Modifications to defensive building models needed
Yes, the game currently takes the lowest vertices and pulls them down to match the terrain. This looks funny and strange in some cases. Example:
Two years ago, I wrote a patch to fix this problem by adding a custom foundation beneath all defensive buildings. That made them look (IMHO) a bit better, at least in some cases. Example: and
I think it would look better if each defensive building got its own custom foundation instead.
Re: Modifications to defensive building models needed
Seems to look great... this fix can be applied to the Vtol reaming pads too?Per wrote:That made them look (IMHO) a bit A LOT better
Re: Modifications to defensive building models needed
Thanks. No, since you can drive over the VTOL pads, you'd be clipping through the foundation as you drive over it. Or tip over the edge... I'll fix the VTOL pads soon by plastering them to the ground.winsrp wrote:Seems to look great... this fix can be applied to the Vtol reaming pads too?
Re: Modifications to defensive building models needed
That's what I was thinking about, but each model would have foundations with a coherent shape (bunkers - hexagonal, towers- square, etc.), as well as the wooden towers from T1 would need wooden of raw steel foundations to look coherent. 
Re: Modifications to defensive building models needed
How did walls look qith that fix, Per? They had the same foundation?
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Re: Modifications to defensive building models needed
i second this.winsrp wrote:Seems to look great...Per wrote:That made them look (IMHO) a bit A LOT better
looks great, does want
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Re: Modifications to defensive building models needed
I'm not touching walls and corners... yet. Worst case, we can make them a special case. They are very simple models.Olrox wrote:How did walls look qith that fix, Per? They had the same foundation?
Re: Modifications to defensive building models needed
It does?Seems to look great...psychopompos wrote: i second this.
looks great, does want
It looks odd or out of place.
This is a waste of space. Something important should be here.
Re: Modifications to defensive building models needed
I think that's why Per suggested modifying each model, by the same reason I've stated before - they do not look coherent.-Kosh- wrote: It does?
It looks odd or out of place.
I they were made specially for each model, they would look great. I'll make the sketches I've mentioned before right now
Re: Modifications to defensive building models needed
What about hardpoints?Per wrote:I'm not touching walls and corners... yet. Worst case, we can make them a special case. They are very simple models.
Also, it shouldn't be too hard to just extend them into the ground. Do the same for fortresses. Your current foundation works well for towers. Base structures already flatten terrain, so that's not an issue. LasSat and Uplink are probably the biggest issues. Let's just make them base structures and make them flatten terrain.
So that leaves bunkers, emplacements, pits...
Re: Modifications to defensive building models needed
Ok, here's my "sketches". Do not blame me for texture distortion on the ground, blame AutoCAD
The quad guns are a secret also, don't tell anybody
I've made all this tho show how the bunkers, pits and emplacements' bases should look like if they're going to use foundations, in my opinion. There are no textures other than ground ones, though: Anyone should know they'll look 1000% better with good textures.
The quad guns are a secret also, don't tell anybody
I've made all this tho show how the bunkers, pits and emplacements' bases should look like if they're going to use foundations, in my opinion. There are no textures other than ground ones, though: Anyone should know they'll look 1000% better with good textures.

