Hi,
I am trying to create a wall that surrounds a town with several kinks and edges with angles between 15 and 45 degrees (something like Picture 1).
Preferably with the grid alignment in ZE enabled.
For arguments sake, let's say a wall segment is a cube with dimensions of (1, 1, 1).
Aligning wall objects without rotation is straight forward, as they are aligned along the x or z axes (Picture 2).
However, rotating the object breaks the alignment as the model coordinates are not a multiple of 1 anymore but rather something like (0.85, 1, 0.35).
As shown in Picture 3 there will always be a gap or the objects have to overlap, which causes Z-fighting (flickering) issues.
Side note: I created connector objects that solve the transition from no-rotated objects to rotated objects.
I know that most SWBF maps get around this problem by having just 90 degree edges or using a model that has the kinks already in them.
I really would like to keep the assets generic and reusable and not create one big model.
Any ideas how to get around this problem?
Or do I have to manually align the objects with the grid alignment disabled?
Picture 1:
You cannot view this attachment.
Picture 2:
You cannot view this attachment.
Picture 3:
You cannot view this attachment.
Note: I am using blender and SK exporter to create the models.
Thanks for any help
I am trying to create a wall that surrounds a town with several kinks and edges with angles between 15 and 45 degrees (something like Picture 1).
Preferably with the grid alignment in ZE enabled.
For arguments sake, let's say a wall segment is a cube with dimensions of (1, 1, 1).
Aligning wall objects without rotation is straight forward, as they are aligned along the x or z axes (Picture 2).
However, rotating the object breaks the alignment as the model coordinates are not a multiple of 1 anymore but rather something like (0.85, 1, 0.35).
As shown in Picture 3 there will always be a gap or the objects have to overlap, which causes Z-fighting (flickering) issues.
Side note: I created connector objects that solve the transition from no-rotated objects to rotated objects.
I know that most SWBF maps get around this problem by having just 90 degree edges or using a model that has the kinks already in them.
I really would like to keep the assets generic and reusable and not create one big model.
Any ideas how to get around this problem?
Or do I have to manually align the objects with the grid alignment disabled?
Picture 1:
You cannot view this attachment.
Picture 2:
You cannot view this attachment.
Picture 3:
You cannot view this attachment.
Note: I am using blender and SK exporter to create the models.
Thanks for any help
