Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
At the moment, I'm thinking of using the boolean modifier. I'll create a cube the size I want the rooms, then make a duplicate of the whole ground object, and remove areas of it using the room sized cube. Then, with the ground object with holes in it, I'll boolean the original ground, which will create a bunch of room sized rectangles of the ground.
Two problems I'm thinking will happen.
1 = I need to separate each of those room rectangles into their own objects, which I don't know how to do.
2 = The big issue here, boolean seems to have massive problems when vertices/edges/faces have the same coordinates, and it causes really stupid buggy problems, so if my ground objects are overlapping, minus the missing holes, I'm guessing it won't work.
Basically make a bunch of modular pieces that you can show, hide, or swap in and out or whatever as you need them, in the game engine.
https://www.youtube.com/watch?v=5bY3mmBunpo
https://www.youtube.com/watch?v=T8hGKsf7eXA
https://steamcommunity.com/sharedfiles/filedetails/?id=2023876360
https://steamcommunity.com/sharedfiles/filedetails/?id=2023876792
Sort of like this, in your specific case. Make a vertical plane or whatever for your dirt object, and cut "windows" out of it that are the size that your rooms are going to be. Make your various rooms, and in the game engine when you build a new room or whatever you put it behind the "window" then remove that tile from view or delete the "window" object, or whatever.
With the various snapping options, the 3d cursor, and the array modifier, it is pretty easy to start with multiple objects but easily and quickly line them up. A little out of the box thinking helps too.
For example, I could make an 8' x 4' sheet of plywood with a single plane with 4 verts, and I might want my final geometry to be the same. But, for purposes of staggering multiple sheets of plywood I might go and just throw an extra edge loop right in the middle of that plane PURELY for using vertex snapping to stagger multiple sheets of plywood, then delete that edge loop later on. As in I'll add extra geometry just for snapping purposes and lining things up, and later remove that geometry if I don't need it for anything else.
Oh, and when you are in edit mode, you can select vertices, edges, and faces then hit "P > Separate by selection" which will separate your selection out to a new object.
Basically I made my room from a cube, added the monkey to give some visual depth for the screenshot, and then used an array to generate duplicates, then I selected and separated them out into their own objects with that P hotkey. Then I put the plane in front, added edge loops and used vertex snapping to put the edge loops in line with the gaps between the rooms and separated out the "window" parts with the same P hotkey.
https://steamcommunity.com/sharedfiles/filedetails/?id=2024966073