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PostPosted: Wed Feb 09, 2005 5:20 pm 
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Did this yesterday as a test... took a couple of hours. What do you guys think? There's one of these on the corner of my street, so I went outside and took some rough measurements in the snow. I'm pretty sure that all my neighbours now think I'm crazy, since I was standing in a pile of snow, measuring and photographing a newspaper stand.

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Edit:
If you want, I could model this plus the mailboxes to actually open and close. For the traffic lights, I may need some help if you guys want the lights to change through scripts (or maybe just the material file will do?).

I'll also model a fire hydrant. Just make sure nobody puts a dog in this map, I don't want them pissing all over my work. ;)

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PostPosted: Wed Feb 09, 2005 10:30 pm 
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obsidian wrote:
For the traffic lights, I may need some help ...

I thought you were going to say you need to borrow a ladder to get the measurements :)

BTW, Nice model, the map needs more models on the street.

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PostPosted: Thu Feb 10, 2005 7:47 am 
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Dante_uk wrote:
obsidian wrote:
For the traffic lights, I may need some help ...

I thought you were going to say you need to borrow a ladder to get the measurements :)


:) me too....


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PostPosted: Sat Feb 12, 2005 10:20 pm 
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I made a tree, maybe you could use this.
Polycount is 567 triangles, i'm not sure if this is justifiable, considering a character model is about 2000 polys.
Also, the trunk's uv map is really el cheapo...

And what could we do about textures with alpha channels not casting shadows?
People have suggested to use decals as fake shadows, i didn't like the idea either, but what are the options then?
No shadows at all?

Image
Image

download (598 kb)

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PostPosted: Sun Feb 13, 2005 12:29 am 
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Those are some great looking models guys.

I wish I had a solution for the shadow problem. I suppose you could try using forceShadows on the leaf material. It would only cast shadows from the geometry but perhaps that's good enough.

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PostPosted: Mon Feb 14, 2005 3:12 am 
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One thing that I think we should do is set up some sort of polygon count limit for some of these models. We don't want to overblow our polygon budget in the scene by adding a few small models. Of course, it all depends on the model, but a rough polylimit estimate would be helpful for us modelers. So for the typical D3 model, what is the general polycount for both high poly and low poly versions. Some sort of rough ratio would be very helpful.

I haven't much experience with renderbump on models yet, since everything that I modeled previously was with the Q3 engine. So I've been experimenting with various LOD's trying to get decent results. It's hard figuring out just how much detail can be "faked" using normalmaps and how much actually needs to be modeled. Any tricks and tips would be greatly appreciated.

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PostPosted: Mon Feb 14, 2005 7:52 am 
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The listModels console command will list all the models currently in use aswell as their polycounts.

I've been using it as a rough estimate.

It seems like Doom 3 doesn't really mind polycount too much. Most everything I've made up to this point has had a polycount around 2k.

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PostPosted: Mon Feb 14, 2005 6:34 pm 
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Well... polycount does come into play a bit... but not nearly as much as previous engines. It really does all go back to lighting the level well, though because high poly counts in a poorly-lit map just make the performance problems worse. The good news is, for something like a tree, it won't be lit by too many lights anyway (hopefully just one, the sunlight), so I don't think it'll be too much of a problem.

Put it this way... in my tests (many of which I do in the latest test-build because it gives me a decent baseline for performance) I see no real slow-down when using medium poly models without normal maps and low polys with normalmaps. Then again, I have a 256MB card, so....

G

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PostPosted: Mon Feb 14, 2005 9:57 pm 
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I think that's because the calculations for normal specular and diffuse stages are done regardless whether there is a image assigned to that stage or not.

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 Post subject: trash can/bin?
PostPosted: Mon Feb 21, 2005 8:23 pm 
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I'd like to help out because i think this is an awesome project. I finally figured out how to import models into doom 3 so if no has taken it yet, I can start small with a trash can (or trash bin should I say?). I'm not from the u.k. so can any people who are more familiar with london tell me if this is what a typical london trash can looks like?

Image

or is this a bit closer:

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PostPosted: Tue Feb 22, 2005 2:24 am 
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I think either of those would fit in. It's up to you which you want to do.

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PostPosted: Tue Feb 22, 2005 6:19 am 
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thanks rich,

well here is what i came up with so far... wrapped it up in a pak file and threw it in a practice map i made. it's getting late so i added the pedestrian symbol from the pics before. I don't know if it's too simple for the project, but I think it fits the clean lines of the d3cdit project. I'm very new to textures (i just read some of the tutorials here today to do this trashcan). I added a specular map, but no bump mapping.
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PostPosted: Tue Feb 22, 2005 6:33 am 
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Looks really good, dfloss. I think the proportions look slightly off... Maybe it's the size of the "slot"? If you make the slot larger by reducing the vertical size of the top part of the can, I think the proportions will look a little better. Excellent work!

Be sure to send me the model when you have a chance and I'll include it in the current test-build.

G

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PostPosted: Tue Feb 22, 2005 6:14 pm 
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Goliath - it only takes me a few seconds to change the size of the holes or the size of the object itself. I did that this morning:
Image
I feel like I'm way taller than the zombie, but I scaled it to his size. If you notice I'm having some problems with the textures stretching etc, plus I have the trash symbol on the inside of the can as well as the outside. Let me know what you think of the overall proportions of the trashcan and I'll work on the textures tonight

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PostPosted: Tue Feb 22, 2005 7:06 pm 
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Hmmm, I think it looks good, just needs to be much shorter. About waist height (if that means anything in a game). :P

Maybe put yourself in 3rd person mode, change the viewdistance and stuff, then see what it's like compared to your character. It needs to be, maybe just above waist height at most.


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PostPosted: Tue Feb 22, 2005 8:11 pm 
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Yeah, do a:

pm_thirdperson 1
pm_thirdpersonrange 200

in the console and test things out.

Also, you can get a .obj-format playermesh to import into your 3D app here:

http://dev.rosebrough.com/d3/euro/asset ... player.rar

It's "headless," but it should still help w/ proportions while you're in whatever 3D app you like to use.

Goliath

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 Post subject:
PostPosted: Wed Feb 23, 2005 10:57 pm 
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Some new models:

Mailbox
Image
It's based of this photo that I found online
Image

Fire hydrant
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PostPosted: Sun Mar 20, 2005 7:35 pm 
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I started working on a car last night, based on my old 86 Chrysler Fifth Avenue. It may not exactly fit into the whole european thing, but maybe it got shipped over :). About how many triangles should a car be, right now it looks to be ending up somewhere between 1k to 2k.
Here's a shoot of what I have going now http://img129.exs.cx/my.php?loc=img129&image=car2hu.jpg
It is still very much a wip but you should be able to get a feel for the look of the car. What do you think?


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PostPosted: Mon Mar 21, 2005 6:22 am 
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If the low poly is going to be around 1 or 2k then you'll be fine.

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