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Tall Ceilings

Posted: Thu Dec 13, 2012 2:08 am
by Soaponarope
Using pit models one side at a time and reversing them to go up on the ceiling I got idea to make tall ceilings. It doesn't look so good though due to the seams normally covered by pillars. I tried to use pillars but on the flat surface it looks worse.
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I have never done any modeling so I thought I would ask the modelers here if there was a trick I could use to get this to look good without having to make new models. Has anyone tried anything like this before?

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 2:15 am
by Rook
This looks promising, just for aesthetics. I've been hoping that somebody created a mod like this for quite a while.

Nice work.

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 2:19 am
by undeaddemon
Very Nice!!

Keep at it!!

:D

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 3:51 am
by Neikun
You may have to get into UV Mapping, friend.

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 6:45 am
by flatline
You can always clone and offset the regular wall model instead, to stack on top.

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 7:15 am
by msyblade
There is a pic on Skuggs Water-logged dungeon asset,on Nexus, that shows a small, indoor dungeon stream, with tall ceilings, but only above the water. It truly caught my eye, and this reminds me, "How the hell did he do that?!" I NEED to know this :)

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 10:05 am
by flatline
msyblade wrote:There is a pic on Skuggs Water-logged dungeon asset,on Nexus, that shows a small, indoor dungeon stream, with tall ceilings, but only above the water. It truly caught my eye, and this reminds me, "How the hell did he do that?!" I NEED to know this :)
Create a fully transparent ceiling as a ceiling decoration, and replace the ceiling with it. Place it by hand in editor. Done.

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 4:43 pm
by msyblade
If I use 26 commas in one run-on sentence, can I sacrifice a goat or bunny to the language gods and be allowed to continue leaving posts?

Re: Tall Ceilings

Posted: Thu Dec 13, 2012 11:45 pm
by Kuningas
msyblade wrote:If I use 26 commas in one run-on sentence, can I sacrifice a goat or bunny to the language gods and be allowed to continue leaving posts?
No, I've tried. Took a lot of work to get my sentences shorter. : D

As for the higher ceilings, either modeling the ceilings or using offset walls is the easiest choice. But this pit method gives a lot of nice variety. You can also use secret doors for simple stuff, but it will leave gaps on "outside" corners, and on some tilesets in the middle of walls as well.

I used a particle effect to simulate a cloudy sky in my mods, it works reasonably well. Reminds me of Quake III. : D

Re: Tall Ceilings

Posted: Fri Dec 14, 2012 1:27 am
by Soaponarope
Well the reason I didn't want to use a regular wall is so it would match up with the chasm pits above. I have walkways over large chasms with levels underneath.

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Playing Phitt's new mod, I see he had the same idea and it looks fantastic.

I'm less enthused about this idea now that I see it's been done far better already. Though seeing such excellent work makes me want to go and take a 3d modeling class in the future; but that isn't something I'll be doing for my current project anyway.