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Wall Set


_Atti_

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Heh, you can really tell you came for a morrowind mod) THios is exactly the sort of stuff oyu had to do there.

It would work great for FM authors here too, though I'm not sure how many mappers would want to use prefabs for something as simple as a wall, it would probably be eaasier for them to build them from brushes.

All the little details/spikes and decorations will be useful though.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Heh, you can really tell you came for a morrowind mod) THios is exactly the sort of stuff oyu had to do there.

It would work great for FM authors here too, though I'm not sure how many mappers would want to use prefabs for something as simple as a wall, it would probably be eaasier for them to build them from brushes.

 

it wasnt my idea:)

 

What about a 'wall kit' like Fingernail's pipekit, that has various wall pieces with those metal spikes on top that FM authors can use to enclose the grounds?

 

but i still think its more efficient to use things like that than to build custom walls from brushes..hm or not?:D i donno..

 

 

 

All the little details/spikes and decorations will be useful though.

 

if you point on that..i dont think its wise to leave only the spikes and Fm authors will have to decorate their custom walls with them manually..maybe i dont see something clear but it sounds pointless :huh:

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they are quite useful, actually, oddity. But more useful would be little brick-cornices and pillars and such with more detailed aspects. There is little there (except the railings and posts, which is more what I intended) that could not be built with brushes (probably more light-efficiently).

 

Basic rule of thumb: flat walls are better done in Radiant directly. It's the detail that embelishes them which is better modelled (usually)

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Basic rule of thumb: flat walls are better done in Radiant directly. It's the detail that embelishes them which is better modelled (usually)

umm..that's what I said...

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Except you can't make the spikes, or the broken sections, very easily with brushes. And having the spikes as separate models doesn't make much sense to me.

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3*3 types of straight piece (pieces that has its left,right, or both side poly removed,)

3* 45deg piece

 

still you may have the problem that theres not much detail..but i cant think of any i should add..but if you have ideas then i wil add them

post-5-1105814805.jpg

Edited by _Atti_
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Except you can't make the spikes, or the broken sections, very easily with brushes. And having the spikes as separate models doesn't make much sense to me.

Wouldn't it make more sense to make the top of the wall with a flatter cube stretched along the wall and then add the spikes with a texture using an alpha map for the lenght in between? After all, we are adding a lot of detail because of I don't really think that this will achieve much.

How is an alpha map interpreted on collision? Will it allow the player to climb through in these places, where the alpha is? If that is the case, there would be even less sense to actually model these spikes in full.

Gerhard

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I'm pretty sure you can't travel through an alpha transparency (or shoot through it, for that matter). In terms of geometry, it's the same as a solid brush.

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Do we really need shadows from spikes on a fence? I guess mostly these walls will be needed to wall off the map and surround the playable area. And in case of mansions or other playing relevant areas, I don't remember having such detailed shadows in T1/T2 and it was not really a problem. Especially since shadowing is quite expensive.

Gerhard

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Do we really need shadows from spikes on a fence? I guess mostly these walls will be needed to wall off the map and surround the playable area. And in case of mansions or other playing relevant areas, I don't remember having such detailed shadows in T1/T2 and it was not really a problem. Especially since shadowing is quite expensive.

I don't see any reason not to. There could quite easily be only about 20 polys per spike. This is not a big load on the system. D3 can take it IMO.

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These kinds of walls often were used in the mansion grounds to separate sections of the map. I can think of lots of uses for them, personally.

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