Forge, on 25 March 2018 - 08:21 PM, said:
referring to the your prior post with the screenshots:
were you able to create the second floor's floor and roof as free-standing entities, or did you have to have a piece of wall there to extend off of?
No, no walls needed. You just look at the floor or ceiling of any sector (child or otherwise) and hit 'F' and it creates a sector above it separated by a "floating floor". I created the floor first, then the second floor, then the roof. Just by hitting "F" twice.
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part 2:
If you were able to create a free-standing platform with no need for walls - just a floating platform that the player can walk under or on - couldn't you create a free standing set of stairs at the height of that second floor, then 'slide it in place' so the second floor also has a set of stairs going up - kinda like snapping separate Lego creations together?
I'm not 100% sure I'm understanding you, but I think so. What I did was create 3 layers of SOS sectors for the house and then carved a shape off of it for where the stairs would be and then created a SOS layer above it by pressing "F". So it's basically just next to the floors and not part of it. I then built a wall sector all the way around (while making holes for windows and SOS'ing those sectors too). Does that make sense? Basically connecting two sets of lego blocks, yes, and then surrounding them both with another (walls).
Also, I emailed Ken with some questions and he emailed me back. Here's some of the questions (abbreviated) he answered:
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> -Are you planning on continuing to work on Build 2 and update/maintain it?
I am unlikely to do much more work on it as I am quite busy with Voxon at the moment. The only reason I would consider revisiting it is if multiple groups were asking for the same relatively easy to implement features.
> -Would you consider releasing the source if you're not planning on developing it further?
Perhaps in another 10 years : P
> -Is there a reason why you made all the rendering CPU-only as opposed to OpenGL?
Yes. OpenGL is a pain in the ass. There are always compatibility issues with OpenGL or GLSL code working on one video card but not another. With the CPU, you test on 1 machine and you're done. Also, it's a lot more fun being limited only by your imagination rather than relying on some buggy driver that restricts what you can do.
> .. setting a specific value for light intensity values .. and/or colour via keyboard rather than mouse and the +/- keys.
Is quantization of color really that important? +/- on the keypad work and you can copy shade using Tab .. Shift+Enter.
> Currently I can't figure out how to set vertices in SOS sectors ..
The implementation of SOS is far from perfect and quite tedious for complex scenes. If it was easy thing to fix, I would have fixed it a long time ago.
> .. is there some kind of hidden (or planned) functionality to view SOS sectors in cross-section?
No.
> How about side view (I know that's a little more complicated, to put it mildly)?
No.
> .. how about being able to move vertices in 3D mode like you can in 2D mode?
You can do that. Hold the right mouse button first, then with it being held, drag with the left mouse button normally.
> -Can there be some kind of way to open up holes between SOS layers?
I can foresee a lot of problems with trying to do that automatically.
So, yeah. I don't foresee Build 2 being used for very much if he can't really devote time to it and won't release the source...being able to move around vertices in 3D mode is a HUGE help though!
Also, Micky, using HOME to auto set a sector's slope to the height of an adjoining sector works but you have to have the hinge set to the opposite wall of the sector you wish to slope to. I did it countless times with the roof for my house.