Secondary geometry
Description: You are already familiarized with the primary geometry. In other words, you have squeezed all its use to make your level, but obviously to use the same figures can always cause a cubic effect at the level. It is for that reason that it is appealed to the secondary geometry, which allows you to create according to your imagination the blocks of your level. It consists on the selection of one of the sides of a common block and to begin to go up toward the left, up, etc. - this way a new figure will be molded.now select from the central sectors to the room, and in the window of secondary geometry edit in Corner FRONT select and then in FLOOR press 1 time the button that indicate up.
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. This option should not be confused with the denominated " triangles " which cut the block in 2. regrettably this characteristic is not still available in the TReditor3d. Instructions step to step (example): - (with the base level of antartic.tr2 already open) -add a room of 10x10 - go to the window Tools bar and clic in the button indicated in the [Pic 21] -where was the window of primary geometry the window of Secoundary geometry edit should appear as you can appreciate in the [Pic 22] -in that window clic in the button SELECT MODE (this way to select, or to make active, the mode secondary geometry"). The classic room of green lines should transform just as you see in [Pic 23] |
Pic 22 |
Working sectors in the floor -now select one of the central sectors to the room, and in the window of secoundary geometry edit in Corner FRONT select and then in FLOOR press 1 time the button that indicates up. Now without changing anything, another time in " Corner " select RIGHT and press FLOOR 2 times up. The sector that you are modifying should shine just as it is shown in [Pic 24] -now select the sector that is beside the one that you modified. You will notice that when making click in the other sector, the previous one still continues in red"[Pic 25] that is to say you could still be affected by changes, so, in general this sector is disabled. To disable a sector, it is necessary to make click in the sector that is activated and want to activate. In other words, make clic above the first selected sector. It should be in the same way that it is indicated in the [Pic 26]. -with the selected sector, in the window of secondary geometry edit click in BACK and go up 1 time with the button FLOOR up. Now select LEFT and in FLOOR go up 2 times. The sector should be just as it is indicated in [Pic 27] |
Pic 23 |
disable this sector, and now select the sector that is up of the first sector that you selected. select FRONT and with FLOOR go up 1 time. Now select RIGHT and with FLOOR go up 2 times. It should be just as you see in the [Pic 28]. Now disable this sector, and select the neighboring sector select FRONT and with FLOOR go up it 1 time. selectLEFT and with FLOOR go up 2 times. The total figure that we have created should be seen like in the [Pic 29] To conclude our work with the secondary geometry, clic another time in the button SELECT MODE (of the window secundary geometry edit) and the room will return to the classic green lines. |
Pic 24 |
Now in the window Render Options select the mode TEXTURED to work with the textures. You can alter the plane sectors and those recently modified with different textures, so that the realistic effect of the level is appreciated this way. I texturized just as you see in the [Pic 30]. compile and play your level. It should look like in [Pic 31]
Working sectors in the roof -with the same room, return to the window of Secoundary geometry edit and make clic in SELECT MODE select this work mode. To work with this geometry, I recommend to work in the mode Wireframe (Render Options, wireframe). Make clic in CENTER CAMERA |
Pic 25 |
(Window Room Manager) this way enter the room. Now select the same sector that is indicated in the [Pic 32] and in the window of secoundary geoemtry edit select BACK and then with CEILING go up 6 times. Now selectLEFT with CEILING go up other 6 times. It should look like the [Pic 33.] We will go making this in the 3 remaining corners, in the SENSE OF THE NEEDLES OF THE CLOCK. select the other corner(desactivating the previous one), select BACK and with CEILING go up 6 times. select RIGHT and with CEILING go up 6 times. select the following corner (disabling the previous one) select FRONT and go up it 6 times |
Pic 26 |
(with CEILING) select RIGHT and with CEILING go up 6 times. Disable the sector, and activate the last wall (near the corner of the three colors") Select FRONT and with CEILING go up 6 times. select LEFT and with CEILING go up 6 times. disable the Secundary geometry Mode(in the window, make clic in SELECT MODE) and the room will return to the green lines. If you have made all well, the appearance of the room should be as in [Pic 34] |
Pic 27 |
select the Textured Mode and apply textures to the sectors to your election. Then compile and Play your level. It should look just as it is appreciated in the [Pic 35] Proposed activity: With that learned regarding to textures, primary geometry and geometry secondary floor-roof, are you able to carry out a copy of the room shown in the [Pic 36 and 37]?
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Pic 28 |
Useful data: To know better which the is front, right etc. of a sector, you can guide yourself by the [Pic 38] - The primary and secondary geometry can mix, and as suggestion, you can use more the primary, and in other cases, like in special rooms that you want to attract the player's attention, you can use the secondary., because to work with the secondary geometry is a little slow sometimes, but remember that if you want more realism and bigger variety of blocks, you should use this secondary geometry the times that you want. -the same as the primary geometry, to this geometry, the textures can be applied before or after building blocks. -in the window of Secundary Geometry edit, the button appears RANDOM. to understand its use, select several sectors (that are in Red) and then press Random. You will be able to see that they have been modified alternately to give an aspect of more variability in the room. |
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