Last active: Never
Not logged in [Login - Register]
Portal Portal   Search the forums Search   Frequently Asked Questions FAQ   View member list Member List   Staff Staff List   View Topic Activity Topic Activity   Forum Stats Stats   Board Rules Board Rules   Downloads Downloads
Go To Bottom

Printable Version | Subscribe | Add to Favorites  
Author: Subject: Tunnels Under Uneven Terrain
BulletMagnet
Private


Avatar

Avatar


Posts: 67
Registered: 14-5-06
Location: DF2
Member Is Offline

Mood: Programming Happily

[*] posted on 7-4-12 at 06:50
Tunnels Under Uneven Terrain


Hi all!

I'm working on a map with tunnels. The tunnel system starts under flat ground, then goes under a hilly area in the terrain. Consequently, the tunnel at the end is farther below ground and the building with the ladder does not reach down to the tunnel.

Here's an example:

http://img543.imageshack.us/img543/6492/examplej.png

As you can see, the terrain gradually gets taller throughout the tunnel (the system goes from left to right).

How might one construct the end pieces on the right to get back to the surface?
View user's profile Visit user's homepage View All Posts By User U2U Member This user has MSN Messenger
Iceman
Owner/Admin
*********

Avatar

Avatar


Posts: 1271
Registered: 2-4-06
Location: Adelaide South Australia
Member Is Offline

Mood: Very happy

[*] posted on 7-4-12 at 15:30


Have you tried Settingf the tunnel pices to ramp down or upward
or another alternative would be to use the tunnel pices vertically.






http://www.dfreload.com/eagle/sigs/16.gif

http://www.dfreload.com/sigs/doc_bar.gif

http://www.dfreload.com/sig/teamreload3.gif

View user's profile Visit user's homepage View All Posts By User U2U Member
BulletMagnet
Private


Avatar

Avatar


Posts: 67
Registered: 14-5-06
Location: DF2
Member Is Offline

Mood: Programming Happily

[*] posted on 7-4-12 at 15:42


Do you mean by altering the pitch? I hadn't tried that yet as I figured it would make the tunnels not snap together quickly and get all glitchy.

I'm not sure how one would use a tunnel vertically given none of them have an open top.
View user's profile Visit user's homepage View All Posts By User U2U Member This user has MSN Messenger
Baldo_the_Don
Super Moderator
*******

Avatar



Posts: 904
Registered: 12-5-08
Member Is Offline

Mood: New Computer!

[*] posted on 7-4-12 at 15:53


    Disclaimer: The following is how I do it in DFBHD, I only assume it'll work in DFX.

    1. Select the whole tunnel system. Hide unselected.
    2. Deselect and reselect the lowest piece. Switch to wireframe view.
    3. In wireframe view, press A to select all visible tunnel pieces. Raise them 'til the lowest piece is as high as possible.
    4. Switch back to 2D view. Deselect the lowest piece.
    5. With all the other pieces selected, hold CTRL and SHIFT, then press the up arrow 32 times (1/8th of a meter).
    6. Keep deselecting the lowest piece and raising the others. Check your progress in wireframe view

This method would add about a meter of elevation to the high end of your 9 piece tunnel.

If that's still not enough, tip the pitch a few degrees on all but the end pieces and try again, constantly checking alignments in wireframe.

Good tunnel work takes time and patience. Hope this advice helps.




View user's profile Visit user's homepage View All Posts By User U2U Member
jabo1SFH
Corporal


Avatar

Avatar


Posts: 224
Registered: 13-8-08
Location: az
Member Is Offline


[*] posted on 8-4-12 at 20:46


you can tilt the tunnel pieces or you could "build up" the entrance on the higher elevation.

alot of mappers have done the build up so that anything exposed at the higher entrance is covered.

oh, and if you use the tilt method, dont worry about flashing it is usually very minimal. lining the pieces up, use the connection on the floor of the pieces as that will be the most important connection.



:P




http://www.soldiersfromhell.net/sfh%20images/gogeta.gif
View user's profile Visit user's homepage View All Posts By User U2U Member

  Go To Top





Powered by XMB
Developed By The XMB Group © 2001-2008