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Springheel

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From the screenshot, those hedges could also...maybe... be used as props in a marijuana farm? Maybe? (or some other illegal substance in the TDM world) A versatile model for sure.

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From the screenshot, those hedges could also...maybe... be used as props in a marijuana mandrasola farm?

;)

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Could we please get a link to the hedges?

 

Seconded.

 

If it is on svn you should be able to download it directly.

 

OK, then link? (Going to svn.thedarkmod.com redirects to an https:// 404 error, no list of files to even search manually à la an ftp file repository.)

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Seconded.

 

 

 

OK, then link? (Going to svn.thedarkmod.com redirects to an https:// 404 error, no list of files to even search manually à la an ftp file repository.)

 

I pm'd Springheel and will post here if he sends the link

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Anyone with access to SVN can bundle them up. I'm stuck in #renohell at the moment.

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Just saw that you need a username + password to get access. So yeah, maybe uploading it is an uption. But as 2.02 should be out anytime soon (at least I think so), it may also get shipped with that version.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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No, they won't be in 2.02. That build has been in a development freeze for weeks.

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Anyone with access to SVN can bundle them up. I'm stuck in #renohell at the moment.

Zip file, remove the txt ending.

 

Springheel, are u using stock materials on them or do I have to upload more files?

hedge.zip.txt

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Zip file, remove the txt ending.

 

Springheel, are u using stock materials on them or do I have to upload more files?

 

Awesome but it's missing the textures. Do you have those too?

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You'd need hedge_round01.dds and hedge_round01_local.tga, as well as the material shaders. Then there are the LOD entities. Easiest thing to do is probably check the SVN commit emails, but I can't do that atm.

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Ok, the necessary files:

 

models/darkmod/nature/hedge_round01_local.tga

 

in trunk/materials/tdm_models_nature.mtr you need the shaders: (tdm_hedge_round01 and tdm_hedge_round01_edges)

 

For the LOD entities you need:

 

models/darkmod/misc/lod/nature/hedge01_arch_low.lwo

models/darkmod/misc/lod/nature/hedge01_round_large_low.lwo

models/darkmod/misc/lod/nature/hedge01_round_low.lwo

models/darkmod/misc/lod/nature/hedge01_round_small_low.lwo

models/darkmod/misc/lod/nature/hedge01_square_long_low.lwo

models/darkmod/misc/lod/nature/hedge01_square_low.lwo

models/darkmod/misc/lod/nature/hedge01_square_small_low.lwo

 

And the entities themselves are in:

trunk/def/tdm_lod_nature.def

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Now that I see you have them working and included in a mission in the other thread, any chance of zipping up the complete assets for the rest of us to download please?

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Here are the material entries:

 

tdm_hedge_round01 //used for inside

{

surftype15

description "foliage"

 

 

{

blend diffusemap

map models/darkmod/nature/hedge_round01

rgb .6

}

 

 

bumpmap models/darkmod/nature/hedge_round01_local

 

// TDM Ambient Method Related

{

if (global5 == 1)

blend add

map models/darkmod/nature/hedge_round01

scale 1, 1

red global2

green global3

blue global4

}

{

if ( parm11 > 0 )

blend gl_dst_color, gl_one

map _white

rgb 0.40 * parm11

}

{

if ( parm11 > 0 )

blend add

map models/darkmod/nature/hedge_round01

rgb 0.15 * parm11

}

}

 

tdm_hedge_round01_edges

{

surftype15

description "foliage"

 

noshadows

nonsolid

 

{

blend diffusemap

map models/darkmod/nature/hedge_round01

alphatest 0.5

rgb .6

}

 

bumpmap models/darkmod/nature/hedge_round01_local

 

// TDM Ambient Method Related

{

if (global5 == 1)

blend add

map models/darkmod/nature/hedge_round01

scale 1, 1

red global2

green global3

blue global4

}

{

if ( parm11 > 0 )

blend gl_dst_color, gl_one

map _white

rgb 0.40 * parm11

}

{

if ( parm11 > 0 )

blend add

map models/darkmod/nature/hedge_round01

rgb 0.15 * parm11

}

}

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Here are the LOD entities:

 

entityDef atdm:hedge01_round_small

{

"inherit" "atdm:nature_base"

 

"editor_displayFolder" "Nature"

"editor_usage" "A hedge that switches to lower poly models based on distance, but never vanishes. "

"model" "models/darkmod/nature/hedge01_small_round.lwo"

 

"lod_1_distance" "500"

"model_lod_1" "models/darkmod/misc/lod/nature/hedge01_round_small_low.lwo"

 

 

"dist_check_period" "0.7"

 

// never hide this, but still use very low poly model

"hide_distance" "-1"

}

 

 

entityDef atdm:hedge01_square_small

{

"inherit" "atdm:nature_base"

 

"editor_displayFolder" "Nature"

"editor_usage" "A hedge that switches to lower poly models based on distance, but never vanishes. "

"model" "models/darkmod/nature/hedge01_square_small.lwo"

 

"lod_1_distance" "500"

"model_lod_1" "models/darkmod/misc/lod/nature/hedge01_square_small_low.lwo"

 

 

"dist_check_period" "0.7"

 

// never hide this, but still use very low poly model

"hide_distance" "-1"

}

 

 

entityDef atdm:hedge01_round

{

"inherit" "atdm:nature_base"

 

"editor_displayFolder" "Nature"

"editor_usage" "A hedge that switches to lower poly models based on distance, but never vanishes. "

"model" "models/darkmod/nature/hedge01_round.lwo"

 

"lod_1_distance" "600"

"model_lod_1" "models/darkmod/misc/lod/nature/hedge01_round_low.lwo"

 

 

"dist_check_period" "0.7"

 

// never hide this, but still use very low poly model

"hide_distance" "-1"

}

 

entityDef atdm:hedge01_square

{

"inherit" "atdm:nature_base"

 

"editor_displayFolder" "Nature"

"editor_usage" "A hedge that switches to lower poly models based on distance, but never vanishes. "

"model" "models/darkmod/nature/hedge01_square.lwo"

 

"lod_1_distance" "600"

"model_lod_1" "models/darkmod/misc/lod/nature/hedge01_square_low.lwo"

 

 

"dist_check_period" "0.7"

 

// never hide this, but still use very low poly model

"hide_distance" "-1"

}

 

entityDef atdm:hedge01_square_long

{

"inherit" "atdm:nature_base"

 

"editor_displayFolder" "Nature"

"editor_usage" "A hedge that switches to lower poly models based on distance, but never vanishes. "

"model" "models/darkmod/nature/hedge01_square_long.lwo"

 

"lod_1_distance" "600"

"model_lod_1" "models/darkmod/misc/lod/nature/hedge01_square_long_low.lwo"

 

 

"dist_check_period" "0.7"

 

// never hide this, but still use very low poly model

"hide_distance" "-1"

}

 

entityDef atdm:hedge01_round_large

{

"inherit" "atdm:nature_base"

 

"editor_displayFolder" "Nature"

"editor_usage" "A hedge that switches to lower poly models based on distance, but never vanishes. "

"model" "models/darkmod/nature/hedge01_large_round.lwo"

 

"lod_1_distance" "600"

"model_lod_1" "models/darkmod/misc/lod/nature/hedge01_round_large_low.lwo"

 

 

"dist_check_period" "0.7"

 

// never hide this, but still use very low poly model

"hide_distance" "-1"

}

 

entityDef atdm:hedge01_arch

{

"inherit" "atdm:nature_base"

 

"editor_displayFolder" "Nature"

"editor_usage" "A hedge that switches to lower poly models based on distance, but never vanishes. "

"model" "models/darkmod/nature/hedge01_arch.lwo"

 

"lod_1_distance" "650"

"model_lod_1" "models/darkmod/misc/lod/nature/hedge01_arch_low.lwo"

 

 

"dist_check_period" "0.7"

 

// never hide this, but still use very low poly model

"hide_distance" "-1"

}

 

 

 

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And you can get the models/textures here: www.mindplaces.com/save/hedges.zip

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Only the cube or sphere casts shadows, not all the individual leaf planes. You have to sink it until the cube is on the ground.

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These are simply brilliant. I just replaced a unnatural patch tube with embedded plant models trying to break up its profile, with what look like actual plants, even having foliage protrude through metal fencing at the end.

 

Thanks so much!

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Thanks so much for this Springheel, my garden will now be complete! :)

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