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Ultimate Game Design : Building game worlds

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Figure 2-6 shows the creation of contour lines, and their final position with basic<br />

“elevation” information included. You can see that they are now 3-D lines, if you<br />

look at them from each of your views (Top, Side, Front, Perspective) on the screen.<br />

Step Three: Build a Mesh from Your Contour Lines<br />

If you were using an image file in your image plane background to draw your contour<br />

lines, hide that now and create some basic geometry from the splines you’ve created<br />

and adjusted. We just want to create a basic mesh that can be used to run a player<br />

around on in order to check out level basics, like sizing and scaling issues and so forth.<br />

Figure 2-7 shows a “loft” operation, a basic modeling move, to create a polygon<br />

mesh from the contour lines. You can see that we now have a basic wireframe model<br />

of our environment starting to take shape.<br />

Step Four: Utilize File Referencing to Build Up and Populate<br />

Your Level<br />

Now you can begin to create prototype files, commonly called “file referencing,”<br />

which will associate certain heavily reused pieces of geometry with a button, and al-<br />

FIGURE 2-6<br />

Create contour lines<br />

C H A P T E R 2<br />

35<br />

Level Planning and <strong>Building</strong>

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