Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Tunnels
Tunnels [message #208116] Fri, 14 July 2006 17:29 Go to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
Alright, I recently created my first tunnel by following laeubi's tutorial. My tunnel goes diagonally underground, how can I make it go horizontal from the diagonal- is there an easier way than with the planes thing laeubi did?

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208122 is a reply to message #208116] Fri, 14 July 2006 18:22 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
Also, If I'm going to have vehicles on my map, do I need to check the vehicles box for the W3D thing?

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208123 is a reply to message #208122] Fri, 14 July 2006 18:36 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
Messages: 233
Registered: April 2003
Location: Earth
Karma: 0
Recruit

http://tiberios.justinpereira.com/renx-tutorials/extrudes/

Just another way to do tunnels. That and the bend tutorial, and some basic mesh editing, and you can have some pretty decent tunnels.

http://tiberios.justinpereira.com/renx-tutorials/accurate-be nds/


To avoid the confusion::
WOL nick - JRPereira
Full name - Justin Robert Pereira

http://tiberios.justinpereira.com

One of the few things that truely seperates man from animal is the urge to leave a legacy. One only lives forever in the memory of others.

[Updated on: Fri, 14 July 2006 18:36]

Report message to a moderator

Re: Tunnels [message #208125 is a reply to message #208123] Fri, 14 July 2006 18:46 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
So you have to connect alot of pieces together to be able to bend them? I don't understand- I've tried to bend a road before, but when I change the angle nothing happens...

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208126 is a reply to message #208125] Fri, 14 July 2006 19:18 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
Messages: 233
Registered: April 2003
Location: Earth
Karma: 0
Recruit

Generally the bend tool applies itself to the selected vertices, faces, whatever - so you generally need to have more than one section for bends, and the bend gets smoother with more sections (see the top of the extrudes page). You might have to fiddle around with the bend gizmo because sometimes it starts out aligned all wierd and you have to rotate and adjust it until it's bending properly and in the right direction.

To avoid the confusion::
WOL nick - JRPereira
Full name - Justin Robert Pereira

http://tiberios.justinpereira.com

One of the few things that truely seperates man from animal is the urge to leave a legacy. One only lives forever in the memory of others.
Re: Tunnels [message #208129 is a reply to message #208126] Fri, 14 July 2006 19:56 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
So if I was making a square tunnel I would align several of them then attach them to eachother, then bend them?

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208185 is a reply to message #208129] Sat, 15 July 2006 08:17 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
anyone?

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208261 is a reply to message #208185] Sat, 15 July 2006 17:27 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
STILL NEED HELP HERE PLEASE

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208363 is a reply to message #208116] Sun, 16 July 2006 05:58 Go to previous messageGo to next message
Zion is currently offline  Zion
Messages: 2722
Registered: April 2006
Karma: 1
General (2 Stars)
Try this: http://renhelp.laeubi-soft.de/index.php?tut=49
Re: Tunnels [message #208370 is a reply to message #208116] Sun, 16 July 2006 07:06 Go to previous messageGo to next message
XSilent0X is currently offline  XSilent0X
Messages: 21
Registered: January 2005
Karma: 0
Recruit

try this video tutorial
Klück


http://img144.imageshack.us/img144/2801/userbarbj0.png
Re: Tunnels [message #208371 is a reply to message #208370] Sun, 16 July 2006 07:07 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
On laeubi's I don't know how to set the planes 1 segment apart from eachother.

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208510 is a reply to message #208371] Mon, 17 July 2006 06:41 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
anybody?


http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208512 is a reply to message #208116] Mon, 17 July 2006 06:43 Go to previous messageGo to next message
Zion is currently offline  Zion
Messages: 2722
Registered: April 2006
Karma: 1
General (2 Stars)
He means the planes have 1 segment each (thats two polys or two triangles).

Use the grid in renx as a spacer for the planes or just place them were you want.

[Updated on: Mon, 17 July 2006 06:50]

Report message to a moderator

Re: Tunnels [message #208513 is a reply to message #208116] Mon, 17 July 2006 06:44 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
Easiest way is to place the tunnels near each other, with the floors level. Then attach them to each other, and move the verticies on the flat part to the same position as those on the sloped part. Then you can just weld it together. Thumbs Up

http://steamsignature.com/card/1/76561197975867233.png
Re: Tunnels [message #208575 is a reply to message #208513] Mon, 17 July 2006 17:37 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
eh?

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208600 is a reply to message #208116] Mon, 17 July 2006 23:13 Go to previous messageGo to next message
Feetseek is currently offline  Feetseek
Messages: 239
Registered: February 2006
Location: Los Gatos, California, Ho...
Karma: 0
Recruit
I started making a map and gave up since the laubi tutorial made no sense to me... i need some tutorial that makes sense to beginners.

"I wumbo, you wumbo, he, she, wombo, wombo, wombo-ing, wobology, the study of wombo, it's first grade SpongeBob" - Patrick Star.

Burntfirex
Feetseek
Oompaball
Re: Tunnels [message #208742 is a reply to message #208600] Tue, 18 July 2006 19:59 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
How does ACK do them?

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208778 is a reply to message #208363] Wed, 19 July 2006 02:07 Go to previous messageGo to next message
Zion is currently offline  Zion
Messages: 2722
Registered: April 2006
Karma: 1
General (2 Stars)
Merovingian wrote on Sun, 16 July 2006 07:58

Try this: http://renhelp.laeubi-soft.de/index.php?tut=49

Re: Tunnels [message #208945 is a reply to message #208116] Wed, 19 July 2006 23:14 Go to previous messageGo to next message
Feetseek is currently offline  Feetseek
Messages: 239
Registered: February 2006
Location: Los Gatos, California, Ho...
Karma: 0
Recruit
Like I said in my previous post(even if I did misspell it), that tutorial makes no sense to me. I've looked at it a lot of times but I need a tutorial that assumes the reader started yesterday.

"I wumbo, you wumbo, he, she, wombo, wombo, wombo-ing, wobology, the study of wombo, it's first grade SpongeBob" - Patrick Star.

Burntfirex
Feetseek
Oompaball
Re: Tunnels [message #208962 is a reply to message #208116] Thu, 20 July 2006 04:38 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
Messages: 771
Registered: April 2004
Location: The Netherlands
Karma: 0
Colonel
I'll try explain it in an easy way... And also very different from most tutorials. But it should give you an idea of how things work.

I'll show you how to make a nice tunnel using only Extrude, and not Boolean.

So here it goes. First thing you do is make a plane (flat piece of land) like in the image below. Also I suggest you right-click on "Perspective" and check "Edged Faces", this will be very helpfull as you will be able see the terrain segments, something Extrude works with.

(For this test I just made a 100x100 plane with 15x15 segs.)
http://www.n00bstories.com/image.fetch.php?id=1354982954

Next thing you do is make your map like you would... I'm guessing you already know this part.

Then locate the part of your map where you want your tunnel. Then select Extrude as shown below.

http://www.n00bstories.com/image.fetch.php?id=1060037447

Now click on 1 of the segments where you want your tunnel (example also shows above), then once you selected it, "drag" it and you will see the Extrude making the first part of your tunnel.

http://www.n00bstories.com/image.fetch.php?id=1092391932

Next you probably wan't it to connect the tunnel to another piece of terrain. Remember, each time you use Extrude and "drag" you can create more segments in your tunnel, allowing you to shape it quite easy. Below an example.

http://www.n00bstories.com/image.fetch.php?id=1216444548

Simply select and drag to create a new part, then use Vertex (the blue dots) to turn things around and move things up or down, ect.

So, imagine you finished your tunnel. And you want to permanently connect it to the other piece of terrain... Here is what you do.

First make sure the other object is Attached to the tunnel... (note: you must model all this BEFORE you begin texturing)

To do that, simply select the terrain the tunnel is made from and select the Attach button in Editable Mesh, then click on the terrain you want your tunnel to connect to. After your done, click on Attach again to make sure you don't accidently click on other objects you don't want to use (such as renegade buildings for example).

Next, here is the tricky part. Select Vertex (the blue dots...), and select 1 of the 4 'dots' that make your tunnel's exit. Then look at the other side of your map, and select a 'dot' there which is closest to the 1 you had already selected, press Ctrl while clicking on the other 'dot' to have them both selected. (You might have to move them a bit to 'make things fit'.)

Then scroll down the menu untill you see an option named "Selected", then write something like 999 next to it, after you done that you press "Selected" and you see the 2 'dots' are now 1 dot.

http://www.n00bstories.com/image.fetch.php?id=1038986489

Do the same with the remaining 3 'dots' of your tunnel, it will then look like this:

http://www.n00bstories.com/image.fetch.php?id=1288125575

Now, as you can see, your tunnel is connected... BUT! It's still blocked off by 2 segments from each side, both the tunnel and the other terrain. What you wan't to do with those is simple. Remove them.

Select 'Polygon' again then click on 1 of the segments blocking the way, and press Delete on your keyboard... Do this with both segments and you finally got yourself a basic tunnel.

Result:

http://www.n00bstories.com/image.fetch.php?id=1129867694

Ofcourse as with all things, you will need to do this a few more times and get used to it. The tunnel in the images I posted obviously looks like crap, but with some experience and patience you can create some really nice looking interiors.

Just keep trying. Whats That


Beter known as "raapnaap".
www.apathbeyond.com

[Updated on: Thu, 20 July 2006 04:46]

Report message to a moderator

Re: Tunnels [message #208964 is a reply to message #208116] Thu, 20 July 2006 04:45 Go to previous messageGo to next message
Zion is currently offline  Zion
Messages: 2722
Registered: April 2006
Karma: 1
General (2 Stars)
It's fairly simple, if you dont understand it try looking at the gmax help files, it takes you through boolean and once you complete that you'de be up for anything.

Heres the gmax help site. You want the "Gmax12_help.exe" and "Gmax12_tutorials.exe" they will walk you through the basics and advances steps of modelling.
Re: Tunnels [message #208987 is a reply to message #208964] Thu, 20 July 2006 07:43 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
Messages: 939
Registered: April 2006
Karma: 0
Colonel
THANK YOU

http://i4.photobucket.com/albums/y133/FMAROCKS/sniper74halosigsnipedontforgettogiv.png
Creator: AoBFrost
Re: Tunnels [message #208999 is a reply to message #208116] Thu, 20 July 2006 10:56 Go to previous message
Zion is currently offline  Zion
Messages: 2722
Registered: April 2006
Karma: 1
General (2 Stars)
No Problem. We all get stuck sometimes, even me Razz
Previous Topic: Level Edit
Next Topic: Gap revisited
Goto Forum:
  


Current Time: Sun Nov 17 15:49:56 MST 2024

Total time taken to generate the page: 0.01518 seconds