Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Level Editor > Tomb Raider Level Editor Tutorials

Closed Thread
Thread Tools
Old 01-09-15, 07:30   #1
Join Date: Dec 2011
Location: Hungary
Posts: 2,376
Default NGLE Room Geometry (Part 2)

by Paolone

Progressive Bending

From version 1.0.8 NGLE permits to have progressive bending.
For “progressive” we mean an effect you can add to surface, hit after hit.

In belove image you can see the old fixed bending (g1) and two examples of progressive bending (g2).

Advantage of fixed bending is to have a fast (just one hit) bending pre-builded to have a good layout. Using progressive bending you have the adavantage to may choose the degree of bending to adapt it to your targets.

In settings window you can change the method used for bending effect.

You can choose between fixed bending and two progressive bending: based on circle function and on parabola function.
In belove image you can see the difference between two progressive bending.

Above circle bending it has the limit of hemicicle because you can not “extrude” more than half circle from floor.

When you reach the half of circle (h1 in above image) the further CTRL 1 (bending command) will be ignored and you’ll hear a “beep” to signal the reached limit.

Using parabola function (h2 in above image) you have not this problem because parabolas may grow in infinite way.

Remark: progressive bending works (a bit) better when the bending side has an even number of sectors, by other hand, when the side has an odd number of sectors you can be sure that lara will be able to walk above the top of this bended surface.

Dome Shape

Domes are hemispheres you can extrude (or intrude) in floor or ceiling.

When you want a full dome you have always to start from a perfect selected square (same size for x and y side of selection).

Dome is a progressive effect, so you can move up the top of dome performing different times the dome command (CTRL 5 for floor dome).

You can extrude only hemisphere and not more, when you try to perform another dome command this it will be ignored and it will be played the “beep” sound to advise you.

Remark: the dome effect works better when the side of selection has an even number of sectors.

Partial Domes

You can get partial domes using arrows in selected area.
When you use arrows you can select zones different than squared. In this case the longest side will be used as diameter of sphere.

The direction of arrows will indicate the base of partial dome. See belove picture.

Using partial domes you can get original shapes.

In belove picture have been used two partial domes mixed with a circle bending effect.

When the direction of arrows follows the longest side of selection you’ll get the central portion of dome. (See belove picture)

In this case the result remembers the bending effect, anyway there is a difference: the dome effect has many axis of inclination to follow sphere surface, while common bending work only in a single direction.

When you select diagonal arrows you get a corner of dome and the diameter of ideal sphere will be the longest side of selection multiplicated by 2.

See belove picture.

Textured Domes

Ngle to create a dome must deform floor in according with sphere function.

Looking above image a1 you can see that many sectors are divided in triangles. The creation of new triangles it is necessary to get a round shape like a dome. Anyway this irregular floor could be a problem when you want apply textures in particular way if the textures have a meaningful image (not solid color or irregular patterns) .

To avoid above troubles the better method is to texturize the floor when its is yet "flat" (all squares and no triangles), and only after this operation, to apply the dome effect.

Ngle in this circtumstance is able to rebuild all textures for new triangles in correct way. (See belove image)

So, you should remember always this tip: when you use command that alterates the floor creating triangles, like dome and smooth random floor, you should first texturize floor and then apply the effect.

In this way you'll save a lot of time.

Sphere Room

We speaked about most common dome effect, to extrude from floor an hemisphere, anyway you can use dome shape also to intrude dome in floor or to extrude or intrude domes in ceiling.

Linking toghether some of above domes you can get nice rooms, for example you can get a whole sphere room.

An easy method to get a sphere room is to apply Inverse Dome Floor (ctrl 6) at whole floor (figure a1) and Ceiling Dome (ctrl 7) over whole ceiling (figure a2).

Now it will just move down the ceiling to get a perfeect sphere (figure a3).

Lara will be able to enter or exit from sphere room, just you add some tunnels in hortogonal diameter position to link this sphere room with other rooms.

About the chance to get visible from outside the sphere shape, you should use "double side" textures in your shpere room, and to use transparent texture for wall of outside rooms near to sphere room.

Perhaps the best result you'll get using for sphere room "double side" and (partial) "transparent" textures, to permit from outside to see not only the sphere shape of room, but also its content.

Peaked Pyramids

From version of NGLE, you can set in Settings window the [Peaked Pyramids] option to get a pyramid with peaked corners. See belove figure.

In above picture you can see the difference between common pyramid (at left) and peaked pyramid (at right in red color).

Note: Peaked pyramids work only on floor because for ceiling the split triangle function (to get the peaked borders, is not available, unfortunately.

Last edited by AkyV; 01-09-15 at 08:28.
AkyV is offline  
Closed Thread


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

All times are GMT. The time now is 17:50.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2017, vBulletin Solutions Inc.