![]() ![]() The good thing about this is that when you start creating a new grid, it uses exactly the same angle as the last wall placed in the first grid. They didnt change angles, but it needed to be two different structures, even if it was the same building, so I could give a personalized height and width to the B structure, that wouldnt have worked with the pieces we have, thats why some part of it is inside structure A. As you can see, grid A and grid B are easily discernible in image number 1. This building is composed of two different grids. When you master them, the freedom they give with the majority of pieces (not all, will talk about that later) is unbelivable.įirst lets start with the a more simple structure: Some of this could be streamlined by making that scenery object having more freedom (some pieces do, and some don't), but with others, like complete segments of a building, I think building a new grid was the right solution.īTW, to create a similar thing to this, the master of the Control and Shift keys is a must. Sometimes, when I found a roadblock on placing something, the fix was creating a new grid only for that object. Its basically buildings, with other buildings attatched to create realistic structures. So what a normal person would see in this screen is 3 different buildings, but in reality with the local grid system, theres up to 35 grids (thats what I mean when I said you had to think out of the box to build this things). There are some changes here and there, and its not completely finished, but it works. ![]()
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