by Theo1728 » Tue Apr 19, 2011 7:41 pm
Generate an edge and translate it and its endpoints to predetermined locations? Unless I've made a mistake, (which would be far too easy), here are some vertex tricoordinates:
(0, 0, 0), (3.3, 0, 0), (-1.65, 2.857884, 0), (4.95, 2.857884, 0), (0, 5.715768, 0), (3.3, 5.715768, 0),
(-1.65, -0.952628, 2.694439), (4.95, -0.952628, 2.694439), (-3.3, 1.905256, 2.694439), (6.6, 1.905256, 2.694439), (0, 7.621024, 2.694439), (3.3, 7.621024, 2.694439),
(0, -0.952628, 5.388877), (3.3, -0.952628, 5.388877), (-3.3, 4.763140, 5.388877), (6.6, 4.763140, 5.388877), (-1.65, 7.621024, 5.388877), (4.95, 7.621024, 5.388877),
(0, 0, 8.083316), (3.3, 0, 8.083316), (-1.65, 2.857884, 8.083316), (4.95, 2.857884, 8.083316), (0, 5.715768, 8.083316), (3.3, 5.715768, 8.083316),
These 24 points are the vertices for the first room, and my rooms will come in at least five different shapes and up to six orientations. I'm gonna have to learn about mirroring, multi-axis rectangular and polar arrays, nested parenting, (if such a thing exists), and inserting/importing objects from other files. I'll probably have to do a lot of that to handle a bewildering quantity of furniture, equipment and personal items, as well as doors, doorways & steps. I may be able to get away with opposite sides of the same wall sharing an interference plane, but my walls do have thickness. One room down, thousands to go? It's not down until I actually learn how to do the construction in space, vertices, edges, faces, openings, thresholds and steps that will connect it to its duplicate or neighbor if properly oriented. Seriously, if I could create a cube inclined at an isometric angle, then bevel the corners but not the edges, (or sharpen the edges back up), I would have it, more or less, and I know that things are created perpendicular to the point of view, but I don't know how to control said point of view precisely.
I guess what I'm hoping to do is to create a precise triangular grid of about 430 Empties, of which, perhaps, fifteen or twenty are Parents to most of the rest, and to produce separate models for two to five types of each of my five different hexagonal rooms, which would be inserted into a main Age model, position, orientation and parental relationship controlled by the Empties. Little things like a nameplate in the middle of each ceiling, showing room number/ grid coordinates, would probably have to be controlled by Python. All of this would create about one "floor", though it might look like three, as it would be "tri-split-level", one "floor" of thirty. I'd still need to be able to make additions or changes to individual rooms, and I want the results to appear as a "whole cloth" without gaps or "doors to nowhere", (I mean, Ahra Pahts has a few panels missing). No, I don't expect players to search _all_ of the rooms. Solving something will tell them where they need to go, but I still need to model it all, just as someone modeled all of Minkata. Will Blender do this? Will 3DS Max do this? I'm hoping to find that Blender is enough, but if it's not, it would be good to know sooner than later.
AutoCAD? I wish. I haven't worked in AutoCAD in 17 years. CATIA 4 is my most recent experience, though I haven't worked in CATIA in ten years. I can't afford either one of them.
I found "Noob to Expert", looks like it would print in 114 pages. Maybe I can print it when my wife is out without it being noticed.
Thank you all very much.