Question: Removing polygons from a building at runtime
by Stephen Zepp · in Artist Corner · 06/02/2004 (1:37 pm) · 2 replies
First, let me qualify this question by saying that I am an absolute newbie when it comes to modelling, and how models are actually stored within the engine during runtime, and I am still pretty new to the engine itself, so I may be way off base in this line of thought...
I need to research having certain "parts" (polygons or small groups of polygons) of a static object/interior that can be removed at runtime. This will be used to "meld" buildings/objects that are close to each other in the environment, in effect changing an object based on it's proximity to another.
Specifically, I want to put together a design that allows a "wall construction set" capability, where you can, for example, place a square tower, and it is completely enclosed. If, however, you place a wall segment touching, for example, the east side of the tower, a (previously filled) doorway will "appear" that allows you to walk from the top of the wall into the tower. The presence of the wall in very close proximity to the tower would have the tower "open" a doorway in the tower.
If I can find a way for the model artist to "label" a polygon, or group of polygons within their object, and have the executable able to selectively remove this group of polygons based on other criteria, I am sure I can resolve the rest of the issues. Of course, the model must be able to "handle" the removal of the polygon group, and this would be part of the model design.
SO...do most editors allow this type of "group of polygons" naming, or some form of indicating a "special" part of a model, and does this (normally) get brought into the runtime environment by the exporters? I know that we could go with completely procedurally generated structures, and/or could also go with a hugely extensive set of towers (with each iteration of doorways pre-built), but I'm trying to find a reasonable compromise between the two extremes.
Any thoughts?
I need to research having certain "parts" (polygons or small groups of polygons) of a static object/interior that can be removed at runtime. This will be used to "meld" buildings/objects that are close to each other in the environment, in effect changing an object based on it's proximity to another.
Specifically, I want to put together a design that allows a "wall construction set" capability, where you can, for example, place a square tower, and it is completely enclosed. If, however, you place a wall segment touching, for example, the east side of the tower, a (previously filled) doorway will "appear" that allows you to walk from the top of the wall into the tower. The presence of the wall in very close proximity to the tower would have the tower "open" a doorway in the tower.
If I can find a way for the model artist to "label" a polygon, or group of polygons within their object, and have the executable able to selectively remove this group of polygons based on other criteria, I am sure I can resolve the rest of the issues. Of course, the model must be able to "handle" the removal of the polygon group, and this would be part of the model design.
SO...do most editors allow this type of "group of polygons" naming, or some form of indicating a "special" part of a model, and does this (normally) get brought into the runtime environment by the exporters? I know that we could go with completely procedurally generated structures, and/or could also go with a hugely extensive set of towers (with each iteration of doorways pre-built), but I'm trying to find a reasonable compromise between the two extremes.
Any thoughts?
#2
Since zones are calculated during export, itwould be difficult to have doors "appear" as you described. However, when putting pieces together you would also want to be careful to avoid overlapping Portals.
06/03/2004 (10:45 am)
Unfortunately, without some major coding, making an extensive set of towers in DIF format is probably your best option - assuming your game requires construction of this sort. Otherwise I would recommend building structures out of reusable components, then exporting them as one shape.Since zones are calculated during export, itwould be difficult to have doors "appear" as you described. However, when putting pieces together you would also want to be careful to avoid overlapping Portals.
Associate Kyle Carter
If you're doing it with DIF interiors, you will have to do some more tweaking.
If you implement your own rendere (possibly worthwhile for this), it's... entirely up to you. :)