noobquest

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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tkilla
Posts: 19
Joined: Sun Jul 03, 2005 6:19 pm

noobquest

Post by tkilla »

i got 3D max to export an ase-format, adding shaders to the model.
i got the problem I am still running through the model.
i thought playerclip would solve the problem, but no way...
this probab is a stupid question, but i can't seem to find the solution...
here is the shader

textures/pfolio/geron2
{
surfaceparm playerclip
deformVertexes move 0 0 0 square 0 10 0 0.1
{
map textures/pfolio/ger_2.tga
tcMod rotate 2
tcMod stretch sin 0 20 0 0.1
}
}


i heard about webcam-shader possibility, anyone knows this?

here is a first try pic (too heavy mech)

[lvlshot]http://users.telenet.be/NGN/ola2.jpg[/lvlshot]

//Obsidian: As mentioned, use lvlshot.
tkilla
Posts: 19
Joined: Sun Jul 03, 2005 6:19 pm

Post by tkilla »

sorry for imagesize
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

instead of using the [img] tag use [lvlshot]...and I have no idea :(
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

tkilla wrote:i got the problem I am still running through the model.
Use the cushion shader.
tkilla
Posts: 19
Joined: Sun Jul 03, 2005 6:19 pm

Post by tkilla »

same prob
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Post by $NulL »

Models are never solid. Although q3map2 does offer an autoclip feature, that creates a brush for every triangle in a model. I wouldnt recommend it for the model you have because it looks quite complex and the autoclip feature might not give you perticularly optimal results. Manually clipping with weapclip of playerclip would be difficult, but would probably give better results. If you do wish to try autoclip though, add spawnflags 2 to the misc_model entity.
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Post by urgrund777 »

$NulL wrote:. I wouldnt recommend it for the model you have because it looks quite complex and the autoclip feature might not give you perticularly optimal results. .
Could you not have a 'high' (visible) model and then also export from max a super optimised low poly for the collision? and I dunno... add a see-through shader on it that doesn't catch bullet decals, etc?

similar to physics sims in games now... even for complex stuff like statues you still need to bulk out a collision mesh with primitives.
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

It looks to me as if he needs to reduce the polygonal density of that model anyway.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@tkilla
Textures look nice!
tkilla
Posts: 19
Joined: Sun Jul 03, 2005 6:19 pm

Post by tkilla »

:confused: lol
in fact i'm not making a level or some...
I'm just trying out things to see how stuff works
patience my friend

in fact i don't like the quake-darklike textures,
ah well it's part of the game i guess:)
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