Skewed Grid

Any aspects of level design for the Source engine.

Skewed Grid

Postby Shrinker on Thu Aug 05, 2010 2:57 pm

Hello!
I am just in the preparation time for my diploma thesis, after I moved to my new home here a month ago. A direction is only just emerging, but there is no clear path yet that I can work on all day. So I am distracting myself a bit with random programming and occasionally cleaning up here and there. Going back and forth between looking at my plans and doing random stuff seems to help my mind get up to speed. Or maybe I am just slacking.

So anyway, I was thinking: Wouldn't it be awesome if the grid that everything's snapped to could be skewed? With the right parameters, that would easily yield reference parameters that have proper coordinates too :D
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Re: Skewed Grid

Postby city14 on Thu Aug 05, 2010 3:35 pm

An orthogonal grid?

I think there are programs that do that. Do you mean an editor with an orthogonal grid?
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Re: Skewed Grid

Postby Shrinker on Thu Aug 05, 2010 3:50 pm

Orthogonal is default, skewed is nondefault. And of course I am talking about an editor idea! :D
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Re: Skewed Grid

Postby city14 on Thu Aug 05, 2010 3:59 pm

Well, how is the skewed better?

Does it yield a better mapping practice?

How does one draw out something from a top-down view on this skewed grid? Wouldn't it seem harder to do?

Why is the normal grid "bad" as well?
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Re: Skewed Grid

Postby Phott on Thu Aug 05, 2010 4:04 pm

Yeah I was just wondering, why having a skewed grid? What's the purpose?
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Re: Skewed Grid

Postby omnicoder on Thu Aug 05, 2010 4:04 pm

I am also wondering what the practical applications of this would be.
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Re: Skewed Grid

Postby Shrinker on Thu Aug 05, 2010 4:06 pm

For making skewed architecture...
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Re: Skewed Grid

Postby city14 on Thu Aug 05, 2010 4:50 pm

Oh, so it's not like just rotating the grid for the editor.

It's just making a new grid that is at an angle. So that you have a base to build from when constructing angular geometry.

Sounds interesting. But I really don't know why it's practical. The vertex tool in hammer can do the exact same thing...
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Re: Skewed Grid

Postby Shrinker on Thu Aug 05, 2010 5:04 pm

Go one level deeper: This controls the reference points the vertices are snapped to :P
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Re: Skewed Grid

Postby Rasky_26 on Thu Aug 05, 2010 5:14 pm

I greatly vote yes, would make it much easier and quicker to make a building at a 15 degree angle, and then one at a 30 degree angle next to it. This greatly would improve on the current "for every x points up, be y points over" rule.
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Re: Skewed Grid

Postby Shrinker on Thu Aug 05, 2010 5:19 pm

Lol... I hadn't even thought of that application yet XD
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Re: Skewed Grid

Postby city14 on Thu Aug 05, 2010 5:27 pm

START THINKING OF APPLICATIONS!
coder0xff wrote:I wonder if Gabe ever lies in bed at night, thinking about all the fat jokes, and just cries himself to sleep, wiping his tears away with one-thousand dollar bills.
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Re: Skewed Grid

Postby Shrinker on Thu Aug 05, 2010 5:34 pm

Another thing: I also wanted a circular version of the grid... very hard to do with line drawing primitives because of all the curves and blah... using shaders for grids now >:D
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Re: Skewed Grid

Postby Smurftyours on Thu Aug 05, 2010 6:53 pm

A skewed grid could help greatly with making buildings at an angle and other things that are much harder to do on a standard grid.
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Re: Skewed Grid

Postby Shrinker on Thu Aug 05, 2010 9:58 pm

After fiddling with this for many hours, to get the look of the lines right, in the distance just as very close, shaders now enable me to use a grid that is slightly bigger than before. And the good news is: If you don't like the look, you can change it on your own! :D
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