capone_adam Posted August 7, 2005 Author Report Posted August 7, 2005 The way I understand it is, trees are likley to be part of the editor. Something you just pick and place in the world. So I think its these elements that cannot have alpha/opacity. Although surely you can still place a plane decal made in say 3ds max on a engine created element. Quote
Schmung Posted August 7, 2005 Report Posted August 7, 2005 Aye, you can't change the models once they're inside hammer. So if you wanted decals on it, you'd have to make another model. So if you had say, a washing machinne and you wanted dirty, clean and a bit dirty, you'd have to either make three versions, or have them assubobjects or something (not sure if this works in source, but doable in hl). Any world geometry can have decals/alpha layers and all sorts done to it, so you now no longer need dirty/clean/a bit dirty versions of textures. Quote
Tequila Posted August 8, 2005 Report Posted August 8, 2005 Aye, you can't change the models once they're inside hammer. So if you wanted decals on it, you'd have to make another model. So if you had say, a washing machinne and you wanted dirty, clean and a bit dirty, you'd have to either make three versions, or have them assubobjects or something (not sure if this works in source, but doable in hl). Any world geometry can have decals/alpha layers and all sorts done to it, so you now no longer need dirty/clean/a bit dirty versions of textures. The model, a washing machine in this example, would have to be defined 3 potential skins in the .qc file. Then in Hammer you can just choose the skin. Quote
Schmung Posted August 9, 2005 Report Posted August 9, 2005 ah, wasn't sure if HL2 did that or no, thankee. Quote
capone_adam Posted August 14, 2005 Author Report Posted August 14, 2005 another update...theres actually a REASON for the paper mess now Quote
von*ferret Posted August 14, 2005 Report Posted August 14, 2005 My only gripe is that you could've spent less polygons on the category shelf thingy and more on the actual environment. Thats a major problem I see is people focus more polygons on props than they do the environment that contains the props. So if you have room in your polycount ceiling I"d flesh out some of the key features to your environment. Quote
Vinny Testaverde Posted August 14, 2005 Report Posted August 14, 2005 nice textures tho that looks good... Quote
Fullauto Posted August 14, 2005 Report Posted August 14, 2005 I'm going to go out on a limb and disagree with Ferret here. The room really doesn't need any additional polygons. Quote
von*ferret Posted August 14, 2005 Report Posted August 14, 2005 you've missed my points here. I'm not saying put needless polygons in it. i'm saying put polygons where they are more effective. Quote
Pericolos0 Posted August 14, 2005 Report Posted August 14, 2005 wouldnt say there needless, you can afford that kind of polycounts on shelves today. but yeah some other stuff could use more polies too Quote
von*ferret Posted August 14, 2005 Report Posted August 14, 2005 small errors you have are papers under the counter by the way Quote
KoKo5oVaR Posted August 14, 2005 Report Posted August 14, 2005 Anyway, it looks really cool, i like this way to do lowpoly and texturing Quote
Jeremy Posted August 14, 2005 Report Posted August 14, 2005 nice work. sharpen the surface textures more perhaps Quote
JynxDaddy Posted August 15, 2005 Report Posted August 15, 2005 Ferrets advice is good. add more detail to that window area perhaps? Hi poly props are good though, in real life an empty room is boring and its the furniture that brings all the interest. Quote
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