Building a room

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lucasite
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Building a room

Post by lucasite » Tue May 31, 2005 2:45 pm

Hi,

how exactly would one go about building a room. I mean, like walls, ceiling, floor, doors. For example, the DEMO_BSP sample is situated inside a room.
Im not asking for specific code, more just a direction I can go in.

Is it just a case of sticking rectangles together in Blender, then exporting?
In this case, I suppose its fine for one room, but for 20 or 30, in a game level.Is there another preferred method?

Or are there any other tutorials or examples laying around?

sgrgc
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Post by sgrgc » Tue May 31, 2005 2:54 pm

a map editor like quark or gtkradiant may be useful

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jacmoe
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Re: Building a room

Post by jacmoe » Tue May 31, 2005 3:30 pm

lucasite wrote:Is it just a case of sticking rectangles together in Blender, then exporting?
Pretty much. :wink:
lucasite wrote:In this case, I suppose its fine for one room, but for 20 or 30, in a game level.Is there another preferred method?
If you make your rooms separate meshes.
Or - you could use the dotsceneoctree with one big mesh (it basically chops it up for you).

See the wiki.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

lucasite
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Re: Building a room

Post by lucasite » Tue May 31, 2005 3:37 pm

jacmoe wrote:
lucasite wrote:Is it just a case of sticking rectangles together in Blender, then exporting?
Pretty much. :wink:
lucasite wrote:In this case, I suppose its fine for one room, but for 20 or 30, in a game level.Is there another preferred method?
If you make your rooms separate meshes.
Or - you could use the dotsceneoctree with one big mesh (it basically chops it up for you).

See the wiki.
Have you got the URL Jacmoe?

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jacmoe
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Post by jacmoe » Tue May 31, 2005 3:42 pm

It's part of the Community Add-on Projects :wink:
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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