If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
decided to do version for 4th skin first cuz there arent much details you can model in
that version and i just like this one more overall then 3rd version.. skulls! <3
the skulls on 4th version are just bigger and placed further apart,
so i could modify the beam from 3rd skin version for this one.
decided to make one small change to the design of 4th version which i felt improves the overall look of the braziers
felt it looked a little odd that the bottom of the base-parts didnt have the same style as the top edge
and that the texture from the curved middle just continued over to the bottom.
so i decided to try how it looks if the same texture from the top part was copied over to bottom,
and i feel it looks a lot better this way. it makes more sense this way and makes the design feel more complete
busy with making the runes appear to be engraved into the beam.
done with front-back mesh, next is doing the sides since those have different runes
.
also made a small edit to the version for 3rd skin:
made the blood darker cuz i felt it was to light before.
this looks much better imo, and it looks closer to original this way
just finished adding the buttons and making the runes be pressed into the beam:
so... now the 6th version is done too.... which means....
they're all done!
so now i can get to doing preparations for exporting them like doing edge-splittings
and adding the neccesary properties for the plug-in i use to export to md3.
.
lets just hope that i can export all versions together as a single md3 and i wont bump some limit,
and that in-game they wont make your machine lag to hell when they are on-screen
i tested out with the short brazier and i could get it in-game and with working skins!
however.... as soon as i put the model into my quoth setup,
i ran into a problem i was afraid of running in to.... the flames wont animate
.
looked into it and found out about the 'synctype' thing from mdl which is normally used to tell the engine to animate the model.
does md3 support this flag too? and if yes, how would i add this flag to an md3 model?
and if not, is there another model format which supports whats needed for my hi-poly models and supports this synctype flag so the flame can animate?
the fact you called them framegroups reminded me i've heard that term before,
and i looked it up and found out you can use special 'framegroups' files for DP to simulate framegroups! Modeling for DP | QuakeWiki
and i made a framegroups file for the brazier and now it animates in-game like it should
[ame]http://www.youtube.com/watch?v=0SLE8yKkLkI[/ame]
just exported the tall braziers as well and made skin-files for them and such!
so the braziers are finished!
and suprisingly, they seem to have barely any impact on performance at all. (example: 200fps instead of 300)
well, at least not unless there are a whole bunch of them on-screen, but thats very rare to happen
check first post of thread for download-link
.
if anybody notices any serious performance-impact from them none-the-less, let me know
and i'll create a version which uses only uses a single model for all skins without modelled details
Comment