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3D Buildings/Models

jctech
Registered User
Quote
2023-11-21 11:55:21

Howsit Guys,

I am busy making a clone of quake.

I am having a huge issue with buildings or building the maps/worlds.

It seems that i have the scale right, you can actually make a pretty HUGE world in one scene in coppercube, but that is not my issue.

I am finding it hard to create buildings/structures, now coppercube has the function to create a room from a 2d map which works great, but if i need taller buildings and walkways interconnecting etc, i just waste a lot of time trying to interconnect them.

I have tried modelling my own buildings in Anim8or, that's also what i use to make my models in, but it seems the easiest is to make planes or modular pieces and assemble them in coppercube.

I really want to try and make atleast the characters and buildings from scratch, but i don't know which direction to take to make efficient progress and decent buildings/worlds.

Do you have any suggestions?


SamGrady
Guest
Quote
2023-11-21 14:20:40

You can hire an artist or download models from the internet.


VP
Guest
Quote
2023-11-21 15:00:56

A quick method I learned recently is to download a floor-plan of a real building. Then use Inkscape to "trace" the bitmap as an SVG (scalable vector graphic) file. Then import that SVG into blender and use the "extrude" tool to instantly make it into a low-poly building. Then export as an obj, import to coppercube, throw a flat plane ontop as a roof and then use coppercube's polygon editor to quickly texture the faces of the building model- select the faces/triangles, then double click any texture to instantly apply to all selected faces. It's probably the quickest way I know to make buildings from scratch (it's pretty much instant and extremely accurate). If you want multiple floors, you can simple create each flor as a separate SVG, the stack the OBJ files on top of each other in a coppercube scene. Using this method, you could simply draw out your building floor-plans using either a real pencil/pen and a phone-camera or using something like gimp, or search online for floor plans from real buildings or get some walk through-maps from olds-school retro games and extrude them. That's how I made the low poly building in my saboteur game. It looks 2D but it's actually 3D,just squished down on the z axis. Another free tool is blockbench but the blender-extrude method is very simple, quick, effective and tonnes of fun and is much more efficient than something like 3DBuilder - which would also work but would be a higher polycount.


jctech
Registered User
Quote
2023-11-21 15:40:33

Thanks @SamGrady - but i would like to make most of the assets myself!

@VP - that's not a bad idea actually, i will give it a try!!


SamGrady
Guest
Quote
2023-11-21 18:56:37

wrote:
Thanks @SamGrady - but i would like to make most of the assets myself!

In this case, you just need to learn how to use 3D modeling programs and the techniques for creating models.


pmax
Registered User
Quote
2023-11-22 05:15:07

Since on Steam you can buy the basic version of S2Engine and the Buildin-Generetor plugin so you can create houses and buildings any way you want.


Robbo
Guest
Quote
2023-11-22 05:39:47

Funny you mention quake as there is a built in Quake map loader for Irrlicht which is what CopperCube uses a variation of.

Not sure how much work is needed to get CopperCube to load Quake maps directly...possibly not a lot...unsure.

The source file is - CQuake3ShaderSceneNode.h


jctech
Registered User
Quote
2023-11-22 11:58:35

Thanks @Robbo!

I will check, maybe i can use a existing map editor and import those maps into coppercube!


annedai
Registered User
Quote
2023-12-12 12:34:09

Funny you mention quake as there is a built in Quake map loader for Irrlicht which is what CopperCube uses a variation of.


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