Dranore Posted September 24, 2004 Author Report Posted September 24, 2004 So interesting! Anyways... I can texture and map... I'm okay at modeling... but what I'm not so good at is UV mapping. I don't really understand it very well. I know some people can do it very quickly, and for something like a pipe, I'd be perfectly fine... but unwrapping UV's for a complex model scares me. And I'm sure as hell not gonna find a person who loves unwrapping other peoples models. hehe... Wow. I wish HL2 used LW. That's the package I'm comfy with. And the fact you can just send stuff back and forth is awesome. Way to plan id. -Dranore
Minos Posted September 24, 2004 Report Posted September 24, 2004 humm I have some questions zappy, dunno if someone already asked this (2 lazy 2 read everything) 1) Can models act like entities ? Like having a modelled door, or a rotating one, cuz u dont need to animate it if it is an entity. 2) How does HL2 lighting works ? I think that there are no light patches are there ? 3) Will the models be clipped automatically ?
Fullauto Posted September 24, 2004 Report Posted September 24, 2004 Yeah, streamlined workflow is a big plus. Direct import from 3dsmax/maya would be a huge boon.
zaphod Posted September 24, 2004 Report Posted September 24, 2004 humm I have some questions zappy, dunno if someone already asked this (2 lazy 2 read everything) 1) Can models act like entities ? Like having a modelled door, or a rotating one, cuz u dont need to animate it if it is an entity. 2) How does HL2 lighting works ? I think that there are no light patches are there ? 3) Will the models be clipped automatically ? 1) yes, many entities use models. In some cases you make invisible entities made out of world brushes and parent a model to them. 2) like in hl1, lightmaps. 3) you build a very low poly collision model that gets compiled into the model as the collision
insta Posted September 24, 2004 Report Posted September 24, 2004 3) you build a very low poly collision model that gets compiled into the model as the collision Interesting... :monocle:
rockdude86 Posted September 24, 2004 Report Posted September 24, 2004 aah so thats why when you run into an model (in any game) you many times dont seem to touch it
Dranore Posted September 24, 2004 Author Report Posted September 24, 2004 3) you build a very low poly collision model that gets compiled into the model as the collision I'd heard this before. You mention that the collision models should be low poly? Are there situations where that's not true? For example... if you were to create a "terrain" (in quotes because it could be anything the player might need to scale or climb on... could be a vehicle, or anything really concievably) model... wouldn't you want to match it pretty closely so the player were not to float over it or clip into it/slide off of it? Man I wish they'd just release the SDK so I can just read about all this stuff. Poor Zaphod is turning to the Source modding anwsering service. hehe... -Dranore
Taylor Posted September 24, 2004 Report Posted September 24, 2004 It's a hit box. Nobody should have any trouble at all making a low poly version accurate enough so the player doesn't go through parts of it or thinks that something is amiss.
zaphod Posted September 24, 2004 Report Posted September 24, 2004 you wouldn't make an entire surface such as terrain out of a model. There are settings you can use to make the collision per-poly but it is very very expensive and there is really no reason to use it except for some very special circumstances.
Bic-B@ll Posted September 24, 2004 Report Posted September 24, 2004 can you use mltiple hit box sets so that you can clip it in different ways or even flag it to not clip at all?
zaphod Posted September 24, 2004 Report Posted September 24, 2004 not unless you made seperate models with different colission models, and yes you can make them non-collideable
Bic-B@ll Posted September 24, 2004 Report Posted September 24, 2004 wow that was teh suparb speedy im in the library cause ive got study hall, i wrote tht, did my math hw and it was here when i came back D:!
Dranore Posted September 25, 2004 Author Report Posted September 25, 2004 Another *somewhat* related question for Sourcemasta Zaphod. How expensive are reflective surfaces? For example... If I wanted an uber shiny room, with shiny floors and shiny wooden desks and metal columns... how much does that effect performance? I'm speaking about true reflections that reflect models and all. Does the level of reflectivity effect performance or it is anything above 0 uses the same ammount of power? -Dranore
insta Posted September 26, 2004 Report Posted September 26, 2004 I'm guessing that if you're mirroring a level (through some fancy shader and whatnot), you would literally double your wpoly/epoly, since you have to draw the same stuff onscreen twice.
Bic-B@ll Posted September 26, 2004 Report Posted September 26, 2004 if you use a flashlight, will the light bounce off the mirror and hit the wall behind it? i noticed that didnt happen in doom
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