Development > Artwork
Alien Wormhole Device
BTAxis:
That's why Pshawn suggested filling the model with nodraw brushes. We do that for other models too.
However, it's going to be necessary to split the model into multiple parts anyway. I have plans for it to count as an alien (that is, it won't be visible unless it's within the LOS and it can be attacked as well as attack the player). But the lower part should always be visible.
Mattn:
then we have no shadows, not lighting and so on - that's why i said we should build those parts out of brushes that are easy to build with brushes.
BTAxis:
Oh, that's right. Nodraw doesn't cast shadows anymore and mesh lighting isn't that great.
Mattn:
nodraw should still cast shadows - if not that is a tracing bug (but it would not cast shadows on a mesh)
and mesh lighting doesn't have a shadowmap at all - it's one color value for the whole model. that's why i may look crap on big models.
Psawhn:
If I can recreate the lighting setup then I can bake the lights on to the model in Blender. That way, even though it's just lit by one colour value and has no shadows, it would effectively appear like it does.
I had the model split up anyways for organizational purposes, too. It also needs to be split across multiple levels because it's too tall. I just don't want to see a bunch of duplication of work, is all. ;)
Textures are limited to one image per .md2 model, right? There's that, too - I have to split it up anyways for texturing.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version