Page 1 of 1

noobquest

Posted: Wed Jul 13, 2005 7:45 pm
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.

Posted: Wed Jul 13, 2005 7:47 pm
by tkilla
sorry for imagesize

Posted: Wed Jul 13, 2005 8:25 pm
by bork[e]
instead of using the [img] tag use [lvlshot]...and I have no idea :(

Posted: Wed Jul 13, 2005 8:33 pm
by ^misantropia^
tkilla wrote:i got the problem I am still running through the model.
Use the cushion shader.

Posted: Wed Jul 13, 2005 9:55 pm
by tkilla
same prob

Posted: Wed Jul 13, 2005 11:12 pm
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.

Posted: Thu Jul 14, 2005 1:30 am
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.

Posted: Thu Jul 14, 2005 2:30 pm
by rep
It looks to me as if he needs to reduce the polygonal density of that model anyway.

Posted: Fri Jul 15, 2005 2:38 pm
by a13n
@tkilla
Textures look nice!

Posted: Fri Jul 15, 2005 3:47 pm
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:)