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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Spellbinder
    • May 7, 2007 at 8:48 PM
    • #1,941

    Yeah the eye/mouth? boughtered me too some how. GG on the rest though! Keep it up!

  • Wunderboy
    • May 7, 2007 at 10:10 PM
    • #1,942
    Quote from SnipaMasta

    [Blocked Image: http://img258.imageshack.us/img258/3674/conchz3.jpg]About 500 polys and a 1024². The cut in the middle is meant to be devoid of collision so that you can shoot through it but the compiler's ignoring my physics model, so they just hit an imaginary surface when you try.

    How many pieces has your collision model got? If theres too many the compiler will truncate it. You can use the force option to make it keep them.

  • ifO
    • May 7, 2007 at 10:11 PM
    • #1,943

    See that's why you should have joined here long ago

  • ⌐■_■
    • May 7, 2007 at 10:15 PM
    • #1,944

    Yeah he should.

  • Buddy
    • May 7, 2007 at 10:46 PM
    • #1,945

    Never had any problems with collision models really.

    Too much grunge on it Snipa.

  • SnipaMasta
    • May 7, 2007 at 11:07 PM
    • #1,946
    Quote from buddy the designer

    Too much grunge on it Snipa.

    What is it with you and grunge? I like it, alright?

    Collision model:

    [Blocked Image: http://img169.imageshack.us/img169/1858/collisionia1.jpg]

    I'm using CannoFodder's studio compiler so I don't know how to do any force stuff

  • OL
    • May 8, 2007 at 7:15 AM
    • #1,947

    the way I do collisions:

    make sure each piece is a closed mesh

    attach all the pieces

    make sure the entire thing is material ID 1

    set each closed mesh to a unique smoothing group (1-8 in your case)

    make sure the rotation and position of the collision mesh's pivot is the same as your model

    compile

    never had a problem

  • nooba
    • May 8, 2007 at 7:31 AM
    • #1,948

    I've had problems with collision models where if they didn't have a texture applied to them they wouldn't work. You might want to try that out...

  • SnipaMasta
    • May 8, 2007 at 7:43 AM
    • #1,949
    Quote from OL

    the way I do collisions:make sure each piece is a closed mesh

    attach all the pieces

    make sure the entire thing is material ID 1

    set each closed mesh to a unique smoothing group (1-8 in your case)

    make sure the rotation and position of the collision mesh's pivot is the same as your model

    compile

    never had a problem

    Display More

    I've done these. I'll try doing the others tonight.

  • Buddy
    • May 8, 2007 at 10:04 AM
    • #1,950

    Assign the material you have for _ref to the whole phy if You didn't done that and try again.

  • D3ads
    • May 8, 2007 at 4:17 PM
    • #1,951

    Very nice

  • SnipaMasta
    • May 8, 2007 at 4:36 PM
    • #1,952

    It's recognizing it, at least, but still:

    [Blocked Image: http://img454.imageshack.us/img454/8404/barricadesd3.jpg]

    Does anyone know if there's already a map called DE_Construction? It strikes me as a very obvious and common name so I imagine there is.

  • Buddy
    • May 8, 2007 at 4:40 PM
    • #1,953

    Google it, easiest way. Try looking at FPS banana too.

  • Wunderboy
    • May 8, 2007 at 5:47 PM
    • #1,954

    You checked the compiler output? Everything seems O.K smoothing group wise, etc. so my only thought is one of the pieces is an invalid shape.

    BTW, you have got $concave in your physics model block in the QC?

    EDIT: Oh yeah we're meant to post pics right?

    [Blocked Image: http://img339.imageshack.us/img339/1496/csoffice0000gg3.th.jpg]

  • General Vivi
    • May 8, 2007 at 7:00 PM
    • #1,955
    Quote from SnipaMasta

    It's recognizing it, at least, but still:[Blocked Image: http://img454.imageshack.us/img454/8404/barricadesd3.jpg]

    Does anyone know if there's already a map called DE_Construction? It strikes me as a very obvious and common name so I imagine there is.

    Sorry for big quote< snipe as long as each one of those blocks are separate pieces and each have a smoothing group on them then it should be fine.

    edit: i also made a video tutorial on compiling . you can skip all the way to the part where i make the physboxes but i think i explain everything you need to do (possibly extra steps also , it is a bit old )

  • SnipaMasta
    • May 8, 2007 at 7:09 PM
    • #1,956

    They're each on separate smoothing groups, and I've tried them all as one object and all as separate objects (with the same name). I got the same result both ways.

  • Buddy
    • May 8, 2007 at 7:20 PM
    • #1,957

    Send me the sources Snipa and I will take a look if You've nothing against it.

  • Warby
    • May 8, 2007 at 8:48 PM
    • #1,958

    a friend just showed me a super neat tool its a 3d ivy generator you just import an obj double click where it supposed to start growing you watch it grow and you export a new obj of your 3d ivy

    its main purpose is clearly off line rendering but the ivy generated is lowpoly enough that it could find real time use in next gen custom map ( i am looking at you unreal tournament 3 )

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/ivq_generator_ftw.jpg]

    -------------------------------------------------------------------------------

    http://graphics.uni-konstanz.de/~luft/ivy_generator/

    i was planing on making a laputa ish ut3 map when it comes out thats basically a flying castle with a giant tree routing through everything

    hand modeling those millions of roots would have been a night mare but i am pretty sure i can use this tool to do the work for me with some meddling and trickery (for example right now its 3 materials = 3 batches but i am sure i can do some automated stuff and a clever custom texture to make this be one batch per object they don't really need collision either)

    this thing is free even for commercial use

  • von*ferret
    • May 8, 2007 at 8:52 PM
    • #1,959

    That is really cool warby. Want to point everyone out to this fabulous plugin? and is it maya only?

  • Warby
    • May 8, 2007 at 9:03 PM
    • #1,960

    its for any tool that can import/export obj so its main focus apparently is maya yes

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