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Just some more pics, updated cave...


AluminumHaste

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Sorry I haven't had time to check it out, did you also create a def file for the model?

 

No as i don`t know how, it is only a 3d model for you to test on your 3d app of choice. I would test it my self if i knew how to use darkmod editor. :unsure:

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I don't see why you would need a def file for these terrain models, they're only static models right?

 

You would need a material definition for the materials it uses, otherwise it will show up black in game, and in render mode.

 

The model uses 8 different materials, which we have no definitions for in the mat files. For example; t_peace_4_mat

 

There is no material definition called that. Also another issue, this is just one piece of it looks like 4, and this one has over 7400 polys. That's a lot, times 4 comes to 30,000 ish polys, just for the terrain.

 

Also as I mentioned before, as long as the player is within the bounds of the model, even if he's inside a closed portal room, the model is still rendered. Like if I made a small cabin on the side of the cliff, and put up a portal that closed when I shut the door, I'd be still be able to see the entire model if I set r_showtris 2. I ran into that problem a lot early on when experimenting with terrain and making the patches into func_statics and/or models.

 

Keep experimenting though, it might work.

I always assumed I'd taste like boot leather.

 

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That's a lot, times 4 comes to 30,000 ish polys, just for the terrain.

 

30000 polys is not a deal-breaker as long as it's not animated or shadowcasting. The St. Lucia statue in our demo was 10000 polys by itself.

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30000 polys is not a deal-breaker as long as it's not animated or shadowcasting. The St. Lucia statue in our demo was 10000 polys by itself.

 

I think terrain would look weird if it did not cast shadows, but then again, you might not notice. hmmmm

I always assumed I'd taste like boot leather.

 

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In most cases I think terrain would not be in a position to cast noticeable shadows anyway (unless it was a day-time map). The shadows from a stationary light (like the moon) could also be simulated by decals.

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You would need a material definition for the materials it uses, otherwise it will show up black in game, and in render mode.

That's another issue.

 

I think terrain would look weird if it did not cast shadows, but then again, you might not notice. hmmmm

I did something like this a year ago and the hard shadows on the terrain models looked really bad, not recommended.

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Just a few more pics:

 

Looks nice especially the water fall.

 

About my model have you tested it ingame, to see if the engine culls the peaces that aren't visible? I would like to know.

 

About polys, 7000+ for one peace is not much if 2 or 3 are rendered at the same time, you can also disable shadows for the terrain or have them baked in the texture just like they do in Quake wars.

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