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  3. Rick_D

Posts by Rick_D

  • custom vents being made! need ideas

    • Rick_D
    • April 1, 2006 at 2:10 PM

    Yeah, but with a transparent tex for the grate and a few feet either way, it'd be nice to be able to shine a flashlight in there, could work well with ambient noises too.

    I mean, not all grates have to have an interior, just like one piece, that can be used for the purposes above.

    Just a thought though.

  • Tree 01

    • Rick_D
    • April 1, 2006 at 2:01 PM

    Sorry, they are for Hostile Intent

    When the mod is released I'll put all the models I make into a pack and release them seperately for third party use or just general thievery

    [edit] However if you want to map for HI now then you get the models earlier *cough*

  • Tree 01

    • Rick_D
    • April 1, 2006 at 1:05 PM

    Well yeah it's a totally new model, but I'm not going to spam the boards with shitty threads about my crappy trees

    I am trying to learn, and a big thanks to all those who have helped me.

    Currently I am trying to figure out a problem with compiling in-game, then I have to figure out why I can't get lod models to compile with my model. Then I'll fix the foliage on the tree lol

    [edit] Biggest thanks goes out to Steven_m64 for helping me out with my qc problems, finally in game and with working lod's (foolishly I didn't set the sky to a brighter one, and I made the map too small for my lod's to come into play )

    None-the-less, here's a screen:

    [Blocked Image: http://img80.imageshack.us/img80/1986/untitled10je.gif]

  • Tree 01

    • Rick_D
    • April 1, 2006 at 12:45 AM

    not to spam shitty pics or anything..

    [Blocked Image: http://img325.imageshack.us/img325/2493/untitled19uz.gif]

    Needed more foliage

  • Tree 01

    • Rick_D
    • March 31, 2006 at 11:53 PM

    Tried using triangles only and the result is much better imo, the polycount is encouraging too.

    [Blocked Image: http://img435.imageshack.us/img435/3040/untitled17lz.gif]

  • So how would you run YOUR nation, Mapcore?

    • Rick_D
    • March 31, 2006 at 6:23 PM
    Quote

    6 days ago: The Kingdom of Peris ceased to exist. 36 days ago: Peris arrived from The Pacific.

    37 days ago: The Empire of BicBall barred UN Delegate access to Regional Control.

    37 days ago: The Empire of BicBall arrived from The West Pacific.

    lol

    Oh and:

    http://www.nationstates.net/dangerous_villians

  • Tree 01

    • Rick_D
    • March 31, 2006 at 5:00 PM

    Yeah, right now I just have a lot of intersecting planes instead of just bending them; bending sounds like it'll help the tree stretch out more too. I will try that with my next model (I want to get an lod on this and call it done, and spend time making better and more optimised trees).

    I would host the model and tex's (a 1024 map D: to try and retain quality with the alphatest property) but I'd rather not distribute it. I could PM you a link if you would give me some C&C and pointers on what I'm doing wrong (2nd model, so there's gonna be stuff that's wrong )

  • Tree 01

    • Rick_D
    • March 31, 2006 at 3:21 PM

    Thanks

    I learnt a lot whilst doing it.

  • Links to sites with HL2 model content

    • Rick_D
    • March 31, 2006 at 2:57 PM

    What do you map for, tomato?

  • custom vents being made! need ideas

    • Rick_D
    • March 31, 2006 at 2:37 PM

    I'd consider modelling the insides, why not, not too many polies and it'd be a nice touch of detail.

  • Tree 01

    • Rick_D
    • March 31, 2006 at 2:15 PM

    I am having a load of trouble with lod's, I followed various tutorials on the subject, put in the qc commands, and the compile process cuts out after 7 or 8 lines, just after checking the .smd's, and before it is supposed to check the lod command. This is what I have:

    Code
    $lod 25
    
    
    {
    
    
          replacemodel "mymodelreference.smd" "mymodel_LOD1.smd"
    
    
    }

    Obviously with "mymodel....smd" set to the correct paths.

    Is there any reason it just stops when trying to do the lod? I have tried various things, like compiling the lod model, and referencing that, trying to reference the compiled models, etc etc, the model compiles fine as soon as I remove the lod command, so what's the deal!?

  • custom vents being made! need ideas

    • Rick_D
    • March 31, 2006 at 12:23 AM

    I'd remove all those end faces, and make a generic vent grate model.

    Nice idea though, needs T pieces, and perhaps some Y axis height transformation pieces.

  • Tree 01

    • Rick_D
    • March 31, 2006 at 12:20 AM

    It's not really supposed to be anything, I had the trunk modelled before I thought about the leaves (next model it'll be an actual tree, as accurate as possible). So I went with some Indian-asian kinda tree.

    [Blocked Image: http://img236.imageshack.us/img236/2997/untitled15ru.gif]

  • Tree 01

    • Rick_D
    • March 30, 2006 at 10:43 PM

    So fucked around a little and here is another WIP:

    [Blocked Image: http://img357.imageshack.us/img357/65/untitled14nx.gif]

    [Blocked Image: http://img85.imageshack.us/img85/5025/untitled12pm.gif]

    Used a high poly and high res branch model, made a few renders from different angles and went to work in PS. The result isn't amazing, and the tree needs to fill out a lot more than it does, but it's my second atempt. I really like the texture creating method though, a big help!

  • Tree 01

    • Rick_D
    • March 28, 2006 at 10:08 PM

    That's an excellent idea, thanks

  • Tree 01

    • Rick_D
    • March 27, 2006 at 9:47 PM

    Well check my edit

    I need to get my texturing skills for this kind of thing up to scratch, I am a bit lost when I don't have any high res photos on me. I lost the software for my digicam and I need to find it before I can get any good textures on there.

  • Tree 01

    • Rick_D
    • March 27, 2006 at 9:40 PM

    [Blocked Image: http://img48.imageshack.us/img48/248/clipboard018so.jpg]

    [Blocked Image: http://img366.imageshack.us/img366/4384/clipboard015qz.jpg]

    Then I fixed the UV:

    [Blocked Image: http://img366.imageshack.us/img366/4384/clipboard015qz.jpg]

    Absolutely terrible I know, so how can I improve on it?

    [edit] I wanted to fill out the foliage more so the "spike" was hidden, there's two branches staggered on alternate sides of the trunk (which isn't as flat and round as it looks) for 3d detail, but I want to keep the polies low anyway (not through laziness, rather performance when there's lots on screen).

    Also, the texturing is a 5 minute job to get an idea of the poly usage, the planes are bad, I know that, but what are the good methods for using single polies, and how can I get the best effects with the least polies?

    (Also a bunch of the polies disappeared during the compile which is why it looks quite bare, I blame my poor modeling skills)

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