TomWithTheWeather Posted September 3, 2006 Report Posted September 3, 2006 Tom - am I missing a joke or are you unaware you can rotate models in Source? I've not messed with Source enough to place a model, I've just made some brush rooms. Maybe it's not rotating I'm thinking of but scaling. Can you not scale a model in Source? he has an unreal bias I sure do. Quote
Erratic Posted September 3, 2006 Report Posted September 3, 2006 Can you not scale a model in Source? Unfortunately, no. Quote
von*ferret Posted September 3, 2006 Report Posted September 3, 2006 you can only rotate. No good scaling, or mirroring. Its sad really. Quote
KungFuSquirrel Posted September 3, 2006 Report Posted September 3, 2006 Hey. Here's a few shots of a deathmatch map I'm finishing up. Oh, hey, Lunaran showed me these Gotta say, I really like it. Love the simplicity of the design. Good lighting choices, too. Shot 3 definitely stands out, but I really like 2 and 4 as well. Only thing that sort of stands out to me is the building to the back left in shot 1. Tough to see what's going on there... maybe just a bad angle. It almost looks like the windows have windshield wipers? I'd be curious to see that up close. Quote
Defrag Posted September 3, 2006 Report Posted September 3, 2006 you can only rotate. No good scaling, or mirroring. Its sad really. Quoted for absolute truth. I don't understand why they don't allow scaling or mirroring props I know you have to renormalise the normals after scaling and also change the winding order when a model has been mirrored, but I'm sure they could've supported both. I especially hate it when I have a modular model (256, 128, 64, etc) but I can't fill in small gaps because there's no 32 and/or 16 unit models. E.g. if you have a 160 unit long section of ceiling and need to fill it with pipes, then you have a 128 unit long pipe prop and no 32 unit prop to fill the small gap left. It's great when you can plan around this, but it's hardly ideal when you have some rough bits to fill. Furthermore, having to to potentially create two models at different scales so you can use one in the skybox is also maddening. Quote
Zacker Posted September 3, 2006 Report Posted September 3, 2006 Lack of support for model scaling is indeed incredible sad. It would make so many things so much easier. Especially when e.g. placing stuff like rocks or plants in outdoor areas. With just rotating you can't really place more than 2-3 of them near each other before people notice the the similarity. If I also could scale them, then it would open for a lot more combinations giving greater maps with less models. The current trick I use to simulaet size is to move rocks and palms more or less into the ground. Horrible cheap trick, but kinda the only option atm in Source:/ Quote
KungFuSquirrel Posted September 3, 2006 Report Posted September 3, 2006 I'd wager it's a conspiracy by neurotic programmers afraid that their designers are too stupid to use reasonable scale Only other editor I'm aware of that officially supports model scaling was the Serious Sam editor, and they applied that to everything - helllooooo ridiculously sized enemies. You can do it in Radiant with some incredibly terrifying rotation key fiddling (one number in each set represents size) but it's not highly recommended. Quote
FrieChamp Posted September 3, 2006 Report Posted September 3, 2006 Well, Sandbox features scaling of models. Sounds like not too much to ask for As for the mentioned example of natural props such as rocks, trees etc. there are plenty of other neat features to quickly place, replace and scale sets of vegetation. There are also max. min. scale values to assign a random scale to the placed prop to achieve scale variation without having to edit it on an individual basis. Quote
TomWithTheWeather Posted September 3, 2006 Report Posted September 3, 2006 I guess I've been spoiled by Unreal, which will let you rotate, scale, non-uniformly scale, and move the pivot point of just about anything without any hacking. Quote
ElecHeadMatt Posted September 4, 2006 Report Posted September 4, 2006 Oh, hey, Lunaran showed me these Gotta say, I really like it. Love the simplicity of the design. Good lighting choices, too. Shot 3 definitely stands out, but I really like 2 and 4 as well. Only thing that sort of stands out to me is the building to the back left in shot 1. Tough to see what's going on there... maybe just a bad angle. It almost looks like the windows have windshield wipers? I'd be curious to see that up close. Appreciate it Changed the windows for the observation deck area. For some reason those things never even registered as windshield wipers to me, I just overlooked it. Doh. Replaced the whole wall with something a bit better, with breakable_surf windows. Final build just finished compiling. Hopefully I get this out before the end of the night. Quote
Quakis Posted September 4, 2006 Report Posted September 4, 2006 City Terror 2 Short Video - Click Video was made by the project leader. Really short but shows a few nice things. Graphics might be made more detailed but we'll see. Im covering the graphics/modelling area. On the right are also two Survival TC gameplay videos. Another Duke3D projects you guys might be interested in. I have nothing to do with it though. Quote
dissonance Posted September 4, 2006 Report Posted September 4, 2006 honestly, what engine are you using? Quote
tomdon Posted September 4, 2006 Report Posted September 4, 2006 Some what inspired by the ep2 woodlands, I have started work on a whole new set of models and textures. This is what I have so far, new tree and foliage models and some new ground textures. Quote
⌐■_■ Posted September 4, 2006 Report Posted September 4, 2006 Make the fog darker and the light a tad more green and intense looks good never the less Quote
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