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 Post subject: b29
PostPosted: Mon May 03, 2004 9:05 pm 
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Just wrapped up on the B29. Looks great, but is a bit on the heavy side (polygon-wise).

http://home.planet.nl/~buijs512/trescom/b29_30.jpg
http://home.planet.nl/~buijs512/trescom/b29_31.jpg
http://home.planet.nl/~buijs512/trescom/b29_32.jpg

Yes thats Marilyn Monroe in the last pic. :) I have a bigger version of that picture if you want it Rebel (I replaced the original background and composited the Stars 'n Stripes behind her to add to the WII era feel).

Here's the zip:

http://home.planet.nl/~buijs512/trescom/b29_v1.zip

1 Meg of tpm data, 22 textures all sharing a single palette. Chopped the model up into several meshes, the most complex have over 2300 faces. I keept the fuselage interior and exterior part seperate, so it'll be easier for you, Rebel, to sub out the details inside.

Hope the engine won't slow down to much on this one, but even if it does I think people won't mind, it just looks great. :)

* PS; let me know if you have some import problems. Because the model was so big I couldn't export it properly with the current version of the TPM export script (to much data to copy). I modified it so it writes to a file directly, but some bugs might have slipped in...

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Last edited by Remdul on Mon May 03, 2004 9:10 pm, edited 1 time in total.

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 Post subject:
PostPosted: Mon May 03, 2004 9:09 pm 
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Looks damn terrific there, Martijn. What more can I say! :)

Downloading now.... that 2300 face count may be above the allowable limit, if so might have to chop that one in half or something or other. Would that be a problem?

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PostPosted: Mon May 03, 2004 9:14 pm 
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Yep, might do that. What is the max poly limit actually? I remember that some guys imported 10.000+ 3ds files without much trouble, but I'm not sure GeomAdd handles complex tpm models well...

Might cut up the fuselage interior (most complex model) just behind the cockpit area, so you can also take advantage of it by culling the potentially invisible parts.

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PostPosted: Mon May 03, 2004 9:17 pm 
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neat model! I can't wait to see it in place... people are gonna freak out on this one!

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PostPosted: Mon May 03, 2004 9:22 pm 
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Face count can't go above 2048, Remdul. Recall that doing so causes sporatic crashes and missing objects with spatial partitions. Seems the interior section is the high count, right? Should be able to split that one in half, right?


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PostPosted: Mon May 03, 2004 9:25 pm 
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No biggie, will do that right away. :)

* Uploaded it:

http://home.planet.nl/~buijs512/trescom/b29_v2.zip

Cut it in half, detached the gun turret as seperate model as well. Largest model is a little over 1000 now.

Should do the job.

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PostPosted: Mon May 03, 2004 9:46 pm 
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Got it, bud. If there's any other problem I can't handle, I let you know. I did notice that a few of the model parts had stray verts, but I can probably deal with that on my own. If not, I'll give you a ring.

Haven't seen it in-game yet, though the tresed shots looks utterly jaw dropping. Helluva job. :)


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PostPosted: Sat May 08, 2004 2:56 am 
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Sure. :) Upload a few screens once you have it up in the level (or a testlevel). 8)

Have been working on the second caverns part today, is starting to look neat.

Ps. I'd better, get my ass to bed by now, or I'll witness sunrise (have been playing BF1942 all night is 5:00 AM right now :yum: ).

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PostPosted: Sat May 08, 2004 1:02 pm 
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I was out partyin' til 4 this morning myself. :P Good thing you're young, eh? Upload some screenies of the caverns pt II when you can..... I'd love to see it. Still workin' on the b29, though if I sober up enough, I may have it done by tonite, I'll upload a screenie or two then. ;)


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PostPosted: Sat May 08, 2004 5:29 pm 
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Couple quik shots from a test level.

http://www.geocities.com/lastrebel41/im ... 9shot1.jpg
http://www.geocities.com/lastrebel41/im ... 9shot2.jpg

I'm done with the sub-objects, just have to do a few other things, though I'm pretty well hung over today so I don't think I'll attempt to import it into tc-isle until tomorrow. I can't trust myself today!

I think the model looks great, Remdul. These screenshots never do the models' justice, but you did a great job. :)


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PostPosted: Sun May 09, 2004 8:26 pm 
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Neato. :)

Seems like the vertex normal data on the mesh has been lost, you can clearly see the edges of the polygons. Maybe that's because you edited the mesh (stray verts)? Might also be due to the MaxScript changes.

I'll hunt down those few stray verts, remove them and re-export the mesh, if you don't mind the trouble of re-importing etc.

Few pics of the caverns:

http://home.planet.nl/~buijs512/trescom/cvrn2_1.jpg
http://home.planet.nl/~buijs512/trescom/cvrn2_2.jpg

Made a bunch of sets of tunnels that match seamlessly, so I can stitch them together without to much trouble. Then I'll merge them all together, optimize the poly count, cut them up in chunks, in PVS (Potentially Visible Sets) fashion, which works with the occlusion objects and all.

* There won't be a floor like in the 2st caverns part (just wouldn't look much like a natural formed cavern), but I'll keep the shapes simple so a set of 6-8 subobjects will do for each tunnel section walls (maybe a little more for the bends). That plus a few for the planks, supports and them pointy things of cource.

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 Post subject:
PostPosted: Sun May 09, 2004 9:50 pm 
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Say, those shots look quite amazing. Nice work thar'. ;)

Dunno. B29 looks good to me (though I do know what you mean by the polys showing), but I've uploaded the models as they are inside tc-isle. Can mess with 'em if you'd like, though if replacing them causes woes I may have to leave as is. Just the same, you can look into it.


http://www.geocities.com/lastrebel41/Tres/b29import.ZIP


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 Post subject:
PostPosted: Fri May 21, 2004 1:02 pm 
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Hey, Remdul, do you have any shots of the end cavern yet? I'm assuming that the tunnel shown in the pics above lead into it, right?


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PostPosted: Sat May 22, 2004 12:22 pm 
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I haven't modeled the transistion from cavern part I to part II, but I did model one of the large rooms;

http://home.planet.nl/~buijs512/trescom/cvrn2_10.jpg
http://home.planet.nl/~buijs512/trescom/cvrn2_11.jpg
http://home.planet.nl/~buijs512/trescom/cvrn2_12.jpg
http://home.planet.nl/~buijs512/trescom/cvrn2_13.jpg

There are going to be a few waterfalls, a big one (on the right pic 12), and a smaller one, water flows from right under the walkways (pic 11). There's also a big gap in the ceiling, where we can have our rays of light, and also some ferns around the edge, maybe a palm and some vines hanging down.

Will probably put a small puzzle in there, bridge a gap or something, get across and exit thru the smaller tunnel and after a few more bends we get to the cavern end, with a small shack, and all the other stuff we suggested. :)

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 Post subject:
PostPosted: Sat May 22, 2004 2:21 pm 
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Tunnel, walkplanks, the entire atmosphere looks quite fantastic, Remdul. Great work, man. :)


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