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Posted: Tue Mar 01, 2005 12:05 am
by Meridanox
Updated the multiplant models to version 2.2
Download
here
-Fixed missing shader problem.
-miscellaneous updates (see readme)
Interesting changes made to this version, I made the "invisible" shader work for both legacy maps as well as newly compiled maps. On older maps already compiled with Todd G's original multiplant pack, the two fern models will draw some extra polys textured with a see-through texture. In newly compiled maps, the nodraw directives will take effect so the extra polys won't be rendered at all.
Code: Select all
// Modified 25.02.05
// Special dual purpose shader:
// Legacy maps will display an "invisible" shader on polygons.
// Newly compiled maps will use a "nodraw" shader and extra
// polys will not be drawn in game for improved performance.
models/mapobjects/multiplant/invisible
{
qer_editorImage textures/common/nodraw
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid //forces nonsolid even with autoclip enabled
surfaceparm trans
{
map models/mapobjects/multiplant/invisible.tga
alphaFunc GE128
depthWrite
rgbGen vertex
}
}
I tested this in wviperw's Decidia map, which was compiled with the old models and the extra polys are drawn, but there are no problems with missing shaders. I also tested it in a new test map and compiled. The extra polys are not drawn at all.
Just remember to add "multiplant" to your shaderlist.txt
Posted: Tue Mar 01, 2005 12:29 am
by Kat
Thanks, I'll take a look at this version now.
Posted: Tue Mar 01, 2005 1:33 am
by ydnar
x-posted from Kat's thread:
Use rgbGen vertex and alphaGen const to fix the alphaMod volume overlap bug.
Posted: Thu Mar 03, 2005 2:28 am
by Kat
Obsidian.. I just noticed something looking at the image assets for the multiplant pack, they're all really wierd sizes. Although not a problem per-say it might be worth resizing them to the correct power of 2 proportions. It *shouldn't* effect the UVWmaps as they'll 'shrink to fit' (in theory). I never noticed that before about the pack.
Posted: Thu Mar 03, 2005 3:45 am
by Meridanox
Thanks Kat, never noticed that either. Would be better for texture memory loading.
I'll see what I can do.
Posted: Sat Mar 05, 2005 3:30 am
by Meridanox
Updated Multiplant Pack to version 2.3
Download
here
Remade some of the tallpalm prefab objects into ASE models. Todd probably initially created those as prefabs since MD3s had a maximum bounding box of 512x512 units. Those palm models were taller than that so he modeled them as prefabs. I rebuilt them as ASEs now so they should work better. Also tweaked some of the other models since I noticed some wierd lighting on the trunks of the palm models caused by unmerged vertexes and smoothing groups.
Changelog from the readme:
2.3 (03.03.05)
* tallpalm1.map, tallpalm2.map, tallthinpalm.map prefab objects
rebuilt in 3dsMAX and exported as ASE models (remakes)
* Resized image files to power of 2 dimensions (larger file
size but optimized for texture memory and image quality)
* palm3.md3 - rearranged edge orientation, welded vertexes,
reapplied smoothing groups, UVW-wrapped, reapplied materials
* palm4.md3 - welded vertexes, reapplied smoothing groups,
reapplied materials
* palm4a.md3 - welded vertexes, reapplied smoothing groups,
changed leaf materials from palmfrond to bannanaleaf
2.2 (28.02.05)
* Fixed bug when models are overlapped with alphaMod volume
brushes (thanks ydnar)
* Fixed missing shader error (thanks Kat)
* Rewrote "invisible" shader for dual purpose use with both
legacy and modern maps
* Renamed PFB files to MAP for use with GtkRadiant
* Reattached Todd's prefabs to zip
* Added multiplant.bsp as a model gallery (/devmap multiplant)
2.1 (03.06.04)
* Updated to include Plant Model Pack II
* Palm models processed through MD3Fix.exe
* palms.shader merged into multiplant.shader
* "models/mapobjects/multiplant/invisible" shader replaced with
a modified nodraw shader for reduced polycounts
2.0 (28.05.04)
* Initial Version 2 release
* MD3's processed through MD3Fix.exe 0.2 to correct invalid
shader names generated by Pop'n'Fresh
Posted: Sat Mar 05, 2005 5:18 am
by Kat
Thanks for all the work in fixing this. I'll check out the file tomorrow.
Re: Multiplant fix??
Posted: Sat May 02, 2009 8:53 pm
by Perle
Hi. Does anyone know what license this use? The readme doesn´t clear this really up.
Re: Multiplant fix??
Posted: Sat May 02, 2009 9:23 pm
by Kat
You're wanting to distribute in an open source project I bet? No-ones been able to get in touch with the original author so it's safe to say you wont be able to use this if you need specific distribution licensing; we only did it becasue it was within the realms of Q3
Re: Multiplant fix??
Posted: Sat May 02, 2009 9:38 pm
by Perle
Shit. What about using this in a mod?
Thanks alot.
Re: Multiplant fix??
Posted: Sat May 02, 2009 11:23 pm
by dichtfux
Check the license or contact the author.
Re: Multiplant fix??
Posted: Sun May 03, 2009 1:12 am
by obsidian
Todd Ganztler was the original author, I created the various fixes.
I'm pretty sure this is him (email in the link):
http://www.gameinstitute.com/faculty/Todd_Gantzler.html
Apparently he's now a video game developer instructor and has written a book:
http://books.google.ca/books?id=QZ58xI3 ... =3#PPP1,M1
Re: Multiplant fix??
Posted: Sun May 03, 2009 7:41 am
by Silicone_Milk
necromancer! RUN!
*casts Ring of Toxxulia*