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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • insta
    • February 19, 2007 at 9:12 AM
    • #1,661

    Great work surgeon, DoD:S has always needed a Opel Blitz

  • e-freak
    • February 19, 2007 at 9:25 AM
    • #1,662

    release teh uvws please looks very good!

  • Meotwister
    • February 19, 2007 at 6:33 PM
    • #1,663
    Quote from e-freak

    release teh uvws please looks very good!

  • the0rthopaedicsurgeon
    • February 19, 2007 at 7:44 PM
    • #1,664

    http://www.scorchingcraniums.com/opel.zip

    the model is in 3 formats - obj, 3ds and max7, along with the uvmap. I'll try and skin it myself, just for practice, but everything's in the zip if anyone else wants to try, along with all the references I used.

    [Blocked Image: http://img119.imageshack.us/img119/7997/blitzjpgva7.th.jpg]

  • e-freak
    • February 19, 2007 at 8:38 PM
    • #1,665

    no backfaces for the plane oO

  • Josch
    • February 19, 2007 at 9:45 PM
    • #1,666

    As I`m planning a KEEN-CS-Funmap i just started modelling some characters:

    [Blocked Image: http://www.mtextra.bmhost.de/Downloads/JPG/mushroom_499.jpg]

    [Blocked Image: http://img466.imageshack.us/img466/7177/dopefishqf0.jpg]

  • twiz
    • February 19, 2007 at 9:48 PM
    • #1,667

    my dream come true. If you need any help on it, seriously I'll do it. Mapping or modelling, whatever. This is actually how I got into game development, I downloaded MS3d and modeled the dopefish first thing... God it was terrible

    Can I do Keen?

    P.S. The name of my 'game' or mod or whatever(I think I was planning on using the HL engine, which was pretty new back then), was the "Billy Blaze Chronicles". Man this takes me back to the good old days.

  • Josch
    • February 19, 2007 at 10:04 PM
    • #1,668

    You ask if you could model Keen himself for the map?

    Hey, that would be great! Modeling persons isn`t one of my strenghts...

    Would be very cool if you could do this )

  • twiz
    • February 19, 2007 at 10:09 PM
    • #1,669
    Quote from Josch

    You ask if you could model Keen himself for the map?Hey, that would be great! Modeling persons isn`t one of my strenghts...

    Would be very cool if you could do this )

    Hoorah! *opens 3dsm*

    I'm going for the "Goodbye Galaxy" keen...

    [Blocked Image: http://dosclassics.com/keen/k4.gif]

    Hmm maybe the Beans with Bacon Megarocket next!~ hehe

  • Meotwister
    • February 20, 2007 at 12:47 AM
    • #1,670
    Quote from e-freak

    no backfaces for the plane oO

    I suppose you could make a backend by copying front canvas piece behind the seats so theres no need for the interior faces... then the faces for the bed of the truck become useless though :\

  • Rick_D
    • February 20, 2007 at 2:37 AM
    • #1,671

    you don't need backfaces if you use "$nocull" 1 in your .vmt

  • the0rthopaedicsurgeon
    • February 20, 2007 at 3:18 AM
    • #1,672

    I'll also be compiling a version without the canvas, so that part of the texture isn't too important. It shouldn't matter too much anyway since both sides should be almost identical.

    Does $nocull 1 affect performance? I always assumed that it forced the game to render every face twice - once from each side. It takes up too much UV space to include both sides though, so whatever happens that part of the uvmap wont change.

  • Rick_D
    • February 20, 2007 at 4:41 AM
    • #1,673

    I've never noticed any performance issues with it tbh, I would bet that the 'loss' you'd get from it would be less than having more polies. I honestly have no idea though, I've just used it because it saves a lot of time and polies.

  • Meotwister
    • February 20, 2007 at 9:00 AM
    • #1,674
    Quote from Rick_D

    you don't need backfaces if you use "$nocull" 1 in your .vmt

    doh i forgot about that...

    yeah that'd be the best thing to do instead of more polies. or no canvas.. whatev.

  • Defrag
    • February 20, 2007 at 10:15 AM
    • #1,675

    It depends. AFAIK if you put $nocull in a material file then every single polygon with it rendered regardless of whether it is facing the camera. This is fine for purposely designed 2-sided things like trees, plants, alpha'ed support struts etc. (where pretty much every face needs to be 2-sided, so having no back face culling makes sense) but it is not fine if your model uses the same material on the rest of it, but only a tiny proportion of the polys actually need the two sidedness.

    If that's the case, then you have two other options:

    A: Add the polys to the model -- not a big deal

    B: Use a different texture/.vmt for the two sided bit -- possibly even slower as state changes are pretty inefficient at the driver level, but I'm not sure how HL2 works in terms of switching from material to material

    Most graphics cards are fillrate limited these days (complicated shaders and materials etc.) so it's no big deal to add a couple of extra faces here or there -- it won't kill the framerate. I'd personally just add the faces that you're missing rather than go any of the other routes. $nocull is convenient for a lot of things but I wouldn't use it willy-nilly, especially on complicated geometry that doesn't strictly need it.

  • Josch
    • February 20, 2007 at 10:26 AM
    • #1,676
    Quote from twiz

    Hoorah! *opens 3dsm*

    I'm going for the "Goodbye Galaxy" keen...

    [Blocked Image: http://dosclassics.com/keen/k4.gif]

    Hmm maybe the Beans with Bacon Megarocket next!~ hehe

    Hehe, Keen4 is my reference game for the map^^ Actually, these jumping mushroom doesn`t appear in any other part, does it?

    Do you have ICQ? So we can get a better communication. My number is 320-421-808.

  • ⌐■_■
    • February 20, 2007 at 11:30 AM
    • #1,677

    This would be great to see all worked out.

    Succes guys!

  • Rick_D
    • February 20, 2007 at 4:28 PM
    • #1,678

    Makes sense, Defrag.

    Also, something I started a couple of days ago for RnL:

    [Blocked Image: http://img358.imageshack.us/img358/88/clipboard01vs5.jpg]

  • Wesley Tack
    • February 20, 2007 at 4:48 PM
    • #1,679

    link doesn't work

  • TeddyBear
    • February 20, 2007 at 5:33 PM
    • #1,680

    The usual additional space should do it

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