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Author Topic: Alien Wormhole Device  (Read 21548 times)

Offline BTAxis

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Re: Alien Wormhole Device
« Reply #15 on: December 21, 2008, 04:56:06 pm »
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.

Offline Mattn

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Re: Alien Wormhole Device
« Reply #16 on: December 21, 2008, 05:07:57 pm »
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.

Offline BTAxis

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Re: Alien Wormhole Device
« Reply #17 on: December 21, 2008, 05:32:56 pm »
Oh, that's right. Nodraw doesn't cast shadows anymore and mesh lighting isn't that great.

Offline Mattn

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Re: Alien Wormhole Device
« Reply #18 on: December 21, 2008, 05:44:44 pm »
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.

Offline Psawhn

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Re: Alien Wormhole Device
« Reply #19 on: December 21, 2008, 08:39:09 pm »
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.


Offline BTAxis

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Re: Alien Wormhole Device
« Reply #20 on: December 21, 2008, 10:50:25 pm »
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 think it's best not to do that, because then we wouldn't be able to change the lighting on the map without the model looking weird. Just give it the color it's supposed to have.

Offline Mattn

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Re: Alien Wormhole Device
« Reply #21 on: December 22, 2008, 07:47:34 am »
which reminds me: please also provide normalmaps for your models

Offline Mattn

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Re: Alien Wormhole Device
« Reply #22 on: August 30, 2009, 11:23:38 am »
Can you please upload the model somewhere?

Offline Winter

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Re: Alien Wormhole Device
« Reply #23 on: August 30, 2009, 05:21:53 pm »
He did upload it, just not to this thread. I'll dig up the link at some point if you can't find it.

Regards,
Winter

Offline Mattn

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Re: Alien Wormhole Device
« Reply #24 on: August 30, 2009, 05:26:39 pm »
it's already in our svn now

Offline sitters

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Re: Alien Wormhole Device
« Reply #25 on: September 29, 2009, 08:31:32 pm »
OK mattn,

I remodel this thing, you like it without the stair and rocky stuff ?
Or other suggestions how the thing must look ?

Then I remake the wormhole thing, and textured it.

Willem

Offline Mattn

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Re: Alien Wormhole Device
« Reply #26 on: September 29, 2009, 09:43:06 pm »
without stairs and rocks please.

thanks willem.

Offline sitters

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Re: Alien Wormhole Device
« Reply #27 on: October 02, 2009, 12:47:10 pm »
I remodel the device, If you like this, I texture it.

Willem
« Last Edit: October 03, 2009, 06:04:40 pm by Mattn »

Offline Mattn

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Re: Alien Wormhole Device
« Reply #28 on: October 02, 2009, 02:02:32 pm »
nice work - please texture it (maybe even with normalmap? :) )

and please also submit the c4d source (as always)

Offline Kildor

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Re: Alien Wormhole Device
« Reply #29 on: October 02, 2009, 05:13:49 pm »
About wormhole in general, is it supposed to be like it was at psawn`s version? I need to know what should I to do in .map.

PS: sitters, glad to see you again!