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PostPosted: Fri Feb 09, 2007 12:25 pm
by thadiusofx3
That's all for right now, I gotta go look for a part-time job lol
Getting paid by the project just isn't working right now.

I'll make some more when I get back.

PostPosted: Fri Feb 09, 2007 2:16 pm
by Karl G.
Wow awesome!! Those are great.

The only problem I'm having so far is that I use back-face culling to remove vertices that are away from the camera, and not all of the faces are wound correctly. I can fix this by hand, though, so it shouldn't be too big of an issue. It's just a bit of a chore.

*An example of this: the top rim of the hp/mp pool has its normals facing downward, so when I render it the top rim goes away if you're looking from above.

PostPosted: Fri Feb 09, 2007 2:24 pm
by Karl G.
By the way--tombstone2 doesn't load correctly.


Another example of the invisible thing:

The bottom of the blue column is covered correctly (it's black and filled in)
The bottom of the stone column is invisible, and lets you see up inside the column

PostPosted: Fri Feb 09, 2007 3:04 pm
by thadiusofx3
I removed the bottom of the stone column to lower the number of faces.
Should it be a problem since it's the bottom?

Also when I looked at the log in blender I saw that one model didn't export correctly, but I didnt know which one, so I get that was the tombstone2.

The same thing that happened to the mp pool shouldn't happen to anything else, I just made that one in a weird way.


try this hp pool and see if it works right
http://poorserver.no-ip.org/ProjectVolu ... phppool2.x

PostPosted: Fri Feb 09, 2007 3:16 pm
by thadiusofx3
Try tombstone2 again now, I think I fixed it.

Apparently I had a plane in there with 0 vertices somehow, but whatever.

PostPosted: Fri Feb 09, 2007 3:25 pm
by thadiusofx3
Arch looks pretty good if I don't say so myself

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PostPosted: Fri Feb 09, 2007 3:35 pm
by thadiusofx3
Sign (obviously)

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PostPosted: Fri Feb 09, 2007 3:47 pm
by thadiusofx3
fence_connector
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fence_link
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PostPosted: Fri Feb 09, 2007 6:23 pm
by Ender
damn thad, you are a 3d modeling fiend!

PostPosted: Fri Feb 09, 2007 6:27 pm
by Karl G.
Those look great, Thad!

The mphp pool 2 doesn't load at all. I looked inside the file and the normals had a bunch of "-1.#IND00" values in there...dunno what that meant

PostPosted: Fri Feb 09, 2007 6:30 pm
by Karl G.
All of the newest models work perfectly!

Thadius, could you change the fence_connector and fence_link models so that they don't have caps on the ends? They'll always be connected to something else so it's not necessary to have them.

PostPosted: Fri Feb 09, 2007 9:29 pm
by thadiusofx3
yeah i can definitely change those quickly, but I'll have to do it in a few hours, bout to watch a movie


and the tombstone2 that didn't load the first time, It had the -1.#IND00 things in it too
I noticed them and thought that looked weird.

PostPosted: Sat Feb 10, 2007 12:27 am
by thadiusofx3
Ok fixed and reuploaded the fence models

Do I need to do something to the mp pool or can you use the old one and just fix the normals?

PostPosted: Sat Feb 10, 2007 12:51 am
by thadiusofx3
small and large ladders:

Image
Image

PostPosted: Sat Feb 10, 2007 1:15 am
by thadiusofx3
wall section and endpiece

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Image

PostPosted: Sat Feb 10, 2007 1:26 am
by thadiusofx3
20 down... 63+ to go


wall_section_pointy

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PostPosted: Sat Feb 10, 2007 2:01 am
by thadiusofx3
stairs up and down

I couldn't find the wall texture for the stairs_down wall in the texture pack so i put that one there for a temp replacement

Image
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PostPosted: Sat Feb 10, 2007 2:11 am
by thadiusofx3
ok I'm done for tonight, more to follow tomorrow

PostPosted: Sat Feb 10, 2007 11:12 am
by Karl G.
The back side of wall_section and wall_section_pointy seem not to exist...O.o

The stairs are perfect!

I'd like you to see if you can fix the hpmp pool, because that way in the future you'll know what makes the model work correctly. Basically, the edges need to "face" upward, instead of downward. For example, in the stairs down model, the sides of the stairs are both directed inward exactly like they're supposed to be. Use this program to view the files for reference:


http://www.unseenstudios.com/volucris/d ... Viewer.exe

PostPosted: Sat Feb 10, 2007 11:22 am
by thadiusofx3
I know what I did wrong with it. When i was "forming it" I did some weird stuff with it, and originally the lip of the pool was on the inside of the structure, but I flipped it over and put it on the outside, and I guess it made the normals face down instead of up.

I'll see what I can do as soon as I'm finished with this wagon.

PostPosted: Sat Feb 10, 2007 11:23 am
by thadiusofx3
Lol I had directx viewer from the directx SDK, but It never worked, always gave me an unhandled exception error when I tried to load it.
This one works though.

PostPosted: Sat Feb 10, 2007 11:51 am
by thadiusofx3
Ok wagon is done but I'm not gonna post a picture case blender was being weird and wasn't showing some textures in the render (they are actually there, I made sure in the directx viewer)

I'll get started on fixing mp pool

PostPosted: Sat Feb 10, 2007 12:16 pm
by thadiusofx3
well I had to completely redo the mana pool cause I couldn't see any practical way to fix it

here's the new one: (ignore the white, it's only in the blender render, not in the actual model)

Image

PostPosted: Sat Feb 10, 2007 12:43 pm
by thadiusofx3
I've just got one more model to do in the structures folder of the map maker concepts, 4obelisk_spike, which is probably the hardest one in that category.

Any categories/models that anyone would want me to complete first?


well

Image

PostPosted: Sat Feb 10, 2007 12:45 pm
by logitech
lookin good!