Squarebeam - Edges, Corners
Quote from Skotty on July 19, 2011, 11:09 amTo avoid flickering of corners or edges with squarebeams you can use now these new models. They support all 3 skins for squarebeams.
Edges: 64, 128 and 256 units long
Corner: 64x64x64
Other formats: 64x48 and 48x48 squarebeam.File Name: Squarebeam_different_variations.7z
File Size: 10.94 KiB
Click here to download Squarebeam - Edges, Corners
To avoid flickering of corners or edges with squarebeams you can use now these new models. They support all 3 skins for squarebeams.
Edges: 64, 128 and 256 units long
Corner: 64x64x64
Other formats: 64x48 and 48x48 squarebeam.
File Name: Squarebeam_different_variations.7z
File Size: 10.94 KiB
Click here to download Squarebeam - Edges, Corners
Quote from Rubrica on July 19, 2011, 3:05 pmHi, just wanted to ask a quick question; namely, how are you actually meant o use these? I mean, let's assume you have a 64x64 panel missing in both the edge of the ceiling and the adjacent wall's edge. Now, let's assume that we put in your 64 length edge piece. We get this:
- Code: Select all
PPP_BBBB
_______B
_______B
_______B
________
_______P
_______P
_______PWhere P equals panel and B equals beam. This leaves a very noticeable gap between the beam and panel. Alternatively, we can eliminate the gap, but that gives us this:
- Code: Select all
PPPP____
___BBBB_
______B_
______B_
______BP
_______P
_______P
_______PThis, again, does not work; assuming every celing and wall panel that wasn't dynamic had the square beams behind them, this would mean that you could always see the beams, as they are, counter-intuitively, in front of the panels themselves. So, how do you use these realistically - or are we still limited to doing this:
- Code: Select all
PPPBBBB_
_______B
_______B
_______B
_______B
_______P
_______P
_______PIf so... Well, that's irritating.
Have a nice day!
Hi, just wanted to ask a quick question; namely, how are you actually meant o use these? I mean, let's assume you have a 64x64 panel missing in both the edge of the ceiling and the adjacent wall's edge. Now, let's assume that we put in your 64 length edge piece. We get this:
- Code: Select all
PPP_BBBB
_______B
_______B
_______B
________
_______P
_______P
_______P
Where P equals panel and B equals beam. This leaves a very noticeable gap between the beam and panel. Alternatively, we can eliminate the gap, but that gives us this:
- Code: Select all
PPPP____
___BBBB_
______B_
______B_
______BP
_______P
_______P
_______P
This, again, does not work; assuming every celing and wall panel that wasn't dynamic had the square beams behind them, this would mean that you could always see the beams, as they are, counter-intuitively, in front of the panels themselves. So, how do you use these realistically - or are we still limited to doing this:
- Code: Select all
PPPBBBB_
_______B
_______B
_______B
_______B
_______P
_______P
_______P
If so... Well, that's irritating.
Have a nice day!
Quote from Skotty on July 19, 2011, 5:41 pmI can't understand your problem.
It just if you want to build something like a "cage" out of squarebeams. For example the instances used in multiplayer maps for extended wall sections. If you look in them you can sometimes see flickering surfaces, because you couldn't create edges or corners with squarebeams without covering surface with surface.
I can't understand your problem.
It just if you want to build something like a "cage" out of squarebeams. For example the instances used in multiplayer maps for extended wall sections. If you look in them you can sometimes see flickering surfaces, because you couldn't create edges or corners with squarebeams without covering surface with surface.
Quote from Cybermaxke on November 19, 2011, 4:14 amTank you; I am using them into my map:
http://www.moddb.com/members/cybermaxke ... 5#imagebox
Tank you; I am using them into my map:
http://www.moddb.com/members/cybermaxke ... 5#imagebox
