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I get "too many verts for a poly" for models/darkmod/nature/trees/tree_dm.lwo. Also, D3 complains about not being able to load "_emptyname".

 

Not sure if this is from the tree, too, but a grep showed that only models/darkmod/kitchen/wbottle01.cm seems to reference it, but I am not even using this model in my map.

 

Could some modeller please have a look? :)

 

Likewise, is there anyway to scale down a tree? I'd like to have some small (young) trees in my garden :)

 

Speaking of scaling model - I gather this isn't really possible with the current setup in the editor/engine? Is this a limitation of D3 atm?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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You can scale models using the rotation hack, but be aware that collision with the objects will be wrong, and lighting effects may look bad.

 

I get an error message when I tried to follow this link. :wacko:

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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But the collision mesh will be incorrect, because something outside the SDK (probably CollisionModelManager) keeps resetting the clipmodel to the original scale, regardless of how the model is scaled. It's probably better to tweak the model yourself if it makes sense to do that.

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Also, D3 complains about not being able to load "_emptyname".

 

Not sure if this is from the tree, too, but a grep showed that only models/darkmod/kitchen/wbottle01.cm seems to reference it, but I am not even using this model in my map.

The AI have a wine bottle projectile. That's probably why wbottle01.cm is being loaded.

 

No idea why there's an _emptyname reference in the .cm file though.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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No idea why there's an _emptyname reference in the .cm file though.

 

I suspect that is a result of creating a CM out of brushes without applying the correct texture first (textures/common/collision IIRC).

 

I haven't tried this but it should work. After scaling the model, why not set solid to 0 and map in your own collision mesh using collide brushes?

 

That may solve the collision issue, but it won't fix the lighting problems due to non-unit-length normal vectors. Whether this appears as a problem depends on the lighting situation and the model itself.

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There's a tutorial on it on wiki :)

 

I can't find it: :unsure:

 

http://www.thirdfilms.com/darkwiki/index.p...+hack&go=Go

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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That will definitely work. I also used this hack for some models where the collision doesn't matter to me, like some book or papers strewn around, or differently sized pillows, which I made out of a big straw roll. :)

 

That's a really good idea. In the long run, it would of course be better just be able to scale the model in the editor with the mouse, but for now the hack will work without requiring someone with access to a modeller :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I suspect that is a result of creating a CM out of brushes without applying the correct texture first (textures/common/collision IIRC).

 

I don't use collision brushes in my map, so is this an issue in the model and can I fix it by editing the model file (if it is plain text) by myself?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I don't use collision brushes in my map, so is this an issue in the model and can I fix it by editing the model file (if it is plain text) by myself?

In the case of wbottle01.cm it is actually a text-based file. If replacing the shadername doesn't work, you can also re-export the collision model using DarkRadiant's Export to CM... feature.

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I should really just add a collision model to the model itself.

 

If you don't get around to it, just drop me a PM and I have a look.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Turns out it already has a collision model (I updated the material to tdm_collision_glass, though. So the .cm file probably isn't needed anymore.

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