I doubt you'll ever have to mess with normals for game map editing.Īs for the stress on normals here: AC3D offers model types that would be illegal in a pure CSG editor (standalone faces, lines, open ngons, etc), so the "outward facing normals" rule is necessary so the makers don't get questions like "why doesn't my mobius strip model Union properly with my cube". If you make sure all of your objects/faces are 1 sided, then if your model/level looks good in AC3D, it should look good in your export. Two sided faces can be seen from either side, but 1 sided faces can only be seen if the normal is not facing away from the camera. Unless you perform some editing operations that directly affect normals, they should transport from your finished AC3D model to most other 3D apps/games without problems.Īny/all surfaces in AC3D can be designated as 1 or 2 sided. but when it comes to actually prep'ing it for conversion or import into a 3D game editor, you would turn them in so that the walls are facing the player. So, you'd be doing the overall layout with the normals facing out, so that the CSG operations can perform properly. But, if it's even half as intuitive as I find editing in UEd to be, then I'd most definitely be willing to pull out my wallet right now and buy a full license.Ĭan anyone provide some insight to how the CSG functionality works in AC3D? In any case, that said, I'm wondering how the CSG plug-in works for AC3D? I don't imagine it has the same "carving" method of working, necessarily, as UEd, where you "subtract" a mesh to create the room, which is basically a contiguous mesh with all its normals facing in. The whole approach used by most Quake editors, starting from an "empty space" and having to build everything "brick-by-brick" so to speak has never made sense to me and always felt like way too much work. using CSG to allow people to quickly carve out rooms, hallways, windows, doorways, etc from a "solid mass", and then just as quickly lay in things like pillars, stairs, etc. The thing is, UEd was the first editor of its kind (that I'm aware of) to ever take the approach they did to level editing. I think of the Unreal Editor which, to me, is the most efficient and logical game level editor I've ever used - from Unreal 1 all the way up through UT2004. I'd posted this question in another thread, but it was a bit off-topic, so I though it'd be better to ask it in its own.īasically, when ever I hear or see "Constructive Solid Geometry" editing, or CSG-based editing.
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