HMart Posted June 3, 2009 Report Share Posted June 3, 2009 I got the email, but there wasn't any attachment. Can you send it again please? Sorry for that i send it again. Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted June 6, 2009 Author Report Share Posted June 6, 2009 Sorry for that i send it again. Sorry I haven't had time to check it out, did you also create a def file for the model? Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
HMart Posted June 6, 2009 Report Share Posted June 6, 2009 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. Quote Link to comment Share on other sites More sharing options...
Flanders Posted June 7, 2009 Report Share Posted June 7, 2009 I don't see why you would need a def file for these terrain models, they're only static models right? Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted June 7, 2009 Author Report Share Posted June 7, 2009 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. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Springheel Posted June 7, 2009 Report Share Posted June 7, 2009 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. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
AluminumHaste Posted June 7, 2009 Author Report Share Posted June 7, 2009 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 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Springheel Posted June 7, 2009 Report Share Posted June 7, 2009 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. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
Flanders Posted June 7, 2009 Report Share Posted June 7, 2009 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. hmmmmI did something like this a year ago and the hard shadows on the terrain models looked really bad, not recommended. Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted June 8, 2009 Author Report Share Posted June 8, 2009 Just a few more pics: Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
HMart Posted June 8, 2009 Report Share Posted June 8, 2009 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. Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted June 8, 2009 Author Report Share Posted June 8, 2009 I looked at the one in the editor, it's one model, I did not get to try it in game yet though. I will take a look tonight. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
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