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Author Topic: Lamp Post  (Read 48144 times)
Farseer
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« Reply #15 on: March 06, 2009, 02:36:26 PM »

Between 400 and 600
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Farseer
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« Reply #16 on: March 06, 2009, 03:06:43 PM »



Ok so i changed the spike at the end of the branch to a 4-faced one, added a spike to the block (on top and on the right)....

Now here's the thing, the entire lamp post weighs 476 tri's (if i remove hidden faces, maybe 450 tri's), Now as shown in the image above, Exhibit A has 196 tri's and Exhibit B has 98 tri's..... which one should i use? note i can move the circulate edges around the pipe, to make it curve at the right spot(s). Currently its using Exhibit A, so if i use "B" the lamp post's tri's would be a total of 320-360 tri's.... so which one is better?
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Farseer
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« Reply #17 on: March 06, 2009, 06:21:41 PM »

oh, and it turns out i have Soulstorm installed, (after i tried installing it again) and i checked the lamp post... it turns out the Pole is not a cylinder but a square.... and that the semi-arch is a square too... thats like 6-10 tri's compared to 50-60 for the vertical pole...... so now what? square metal pipes/beams or cylindrical?
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ChromeAngel
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« Reply #18 on: March 06, 2009, 06:25:22 PM »

I'd like the upright pole kept as a cylinder, but the arched part as a square cross-section.
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Farseer
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« Reply #19 on: March 07, 2009, 12:21:53 AM »

ok the support-arch is cubic, less tri's.... i believe its done, only thing left is for me to UV map it, but im worried bout the height, in relation to the SM.... as for versions with 2-4 branches, ima premake em, but 1st i need to understand what did you mean by having 2 versions of texture on the lamp? to have a turned on version and a turned off version. i really dont know how to do that....

In other news, President Obam.... er... Wrong newscast, in other news, i've made a wall prop, it's basically 2 models, 1st is a Wall hub and the other is a wall section, then the mapper can place a wall hub and wall section to form perimeters. Note this a metropolitan city-type wall, it has spikes, and is short, like to the waist or maybe a bit more. The Whole purpose is to have a place to duck behind (you can crouch jump over it) but the height in relation to the SM needs to be tweaked.... Basically its another form of cover....



Comments/Constructive Criticism.
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ChromeAngel
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« Reply #20 on: March 07, 2009, 10:02:49 AM »

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I need to understand what did you mean by having 2 versions of texture on the lamp? to have a turned on version and a turned off version. I really don't know how to do that
UV map the model across 2 materials/textures, with the lamp on one and the rest of it on the other.  I don't recall how XSI handles multiple materials on a model, so I cant be any more detailed i'm afraid.

It's best if you leave wall building to the map makers.  Making details like spiky tops or decorative skulls is good, but leave the big blocky walls to the mappers.
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« Reply #21 on: March 07, 2009, 10:52:24 AM »

For two skins you only need to paint the two different textures with their .vmts and .vtfs and do the skin changing in the .QC file. Using texture groups. But don't worry about that just yet, just do the UVs and paint the textures for them, you can look at this stuff once it's more relevant. Smiley
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Farseer
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« Reply #22 on: March 07, 2009, 03:16:32 PM »

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UV map the model across 2 materials/textures, with the lamp on one and the rest of it on the other.  I don't recall how XSI handles multiple materials on a model, so I cant be any more detailed i'm afraid.

It's best if you leave wall building to the map makers.  Making details like spiky tops or decorative skulls is good, but leave the big blocky walls to the mappers.

I dont understand the 2nd part... Why leave the big walls to the mappers? and this is a short wall BTW, to the waist, so it can be ducked behind yet can be crouch-jumped over.
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« Reply #23 on: March 10, 2009, 09:16:04 PM »

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Drop-pod is proving quite hard, because of the doors.... so to relieve stress tis better to go on other projects... Lamp Post is done, uv mapped, all i need to know is how many version of lamp posts does EX need? 0 branch version, 1 branch version and 2 branch version is done, do we need a 3 and 4 branch version? perhaps a 5 branch version?

As you know I preferred a more modular approach with a separate lamp and post.  HL2 seems to get by with just one "branch" lampposts.
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Farseer
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« Reply #24 on: March 22, 2009, 01:00:21 AM »

Sorry i was absent, Warhammer online is VERY addictive.... been doing nothing except playing that, which is kinda sad.... any-who, back to modeling...
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