HL2:DM Sandbox build models
(04-22-2011, 12:48 PM)Babeboom Wrote:(04-22-2011, 11:56 AM)Six222 Wrote: Babeboom... don't make decisions your not in charge with. We would love some decent and low-polygon building props such a these blocks and stuff, which would eventually replace the crappy blastdoors. But also some pretty neat high-polygon models for posing/video making etc would be brilliant. Like i said post some examples of some of your work, anything just to show of your skills... I say this because it's easy enough to make a rectangle like that, heck even i can do that and put it in game and i want to see how skilled you are with it
(04-22-2011, 12:21 PM)mIKe Wrote: We could use a few good build models... don't listen to the Norwegian!
I was just giving my opinion not a decision for the whole community. :|
I never said that Dragon's props idea was bad but the minecraft blocks idea that Jackflash made was bad. I am talking about minecraft blocks being the same size as they are in minecraft so each block would have their own wireframe wich would lag/crash people in big doses.
Just think the fact that you would need around 200 spawned blocks for a single wall. It would crash anyone if somebody made a base with only minecraft blocks. (And seeing that most of us are minecraft fans it will happen)
But, if the blocks are made bigger then sure it would work great.
Yeah okay... but you still not getting it. The blastdoors in are actually quite high-polygon models, the more polygons = the more your GPU has to render. But if we have these other low-polygon models your able to render many, many more models for just about the same cost.
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Well if someone likes the quality, I could make two sets. The standard would be pretty low quality which could download the server, but the other would have a better texture with normal maps for people with better computers.
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What about large, medium and small versions of the block? And differing textures for those, like one is combine, another is rust and so on and so forth. It doesn't have to have 50 differing textures, just... 2-4 for different builds.
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I would say one of the key things to keep in mind is, we are limited to 2048 entities. We need BIG and small props. Big for walls so that we need not waste entity space. Also dont forget, these need to be dynamic props!
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I could do a few size combinations along with some thicker versions, but hmm.. Feel free to add to this list, I'm just making a dummy version:
Other than that I'll make a texture to UV map these to depending on what kind of texture you guys want on it.
- 1x1
- 2x2
- 2x2
- 3x3
- 4x4
- 1x4
- 2x4
- 2x3
- 4x3
- 1x3
- 1x1x1
- 1x1x2
- 2x2x2
- 4x4x2
Other than that I'll make a texture to UV map these to depending on what kind of texture you guys want on it.
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I dont know if its too late, but I did 3 sessions in college in 3d modelisation / animation... if you need any help just ask me ill give you a hand gladly.
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(05-27-2011, 03:29 AM)runb4ikillyou Wrote: I dont know if its too late, but I did 3 sessions in college in 3d modelisation / animation... if you need any help just ask me ill give you a hand gladly.
Thanks, I appreciate it, although I'm not sure I will need help. All I need to know is what sizes are needed.
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