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Roofs, models and skins...

Sun, 13 Oct 2002 12:24:50

RambOrc

After wasting half a day with zero results, I gave it up... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> if someone else has at least a minimal knowledge with models and skins, this is the time to chime in. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> We've got a couple of roof models that would be basically fine for the SE town, except for 2 things: exact scale/anchor point (these make it very difficult, nearly impossible to position the roof pieces properly alongside the buildings), and proper texturing (currently a single 64x64 roof texture that's meant for one side is covering the whole object, stretched out). Ichor, if I recall right last December you adjusted the silver and gold bar models somewhat, so maybe you have an idea what to do about the first part of the problem (adjusting/resizing the models)?
Sun, 13 Oct 2002 18:05:15

mago

I can't help you out on this RambOrc. I don't have time to look for tutorials around the net. My knowledge on this is very limited, and even with 3d studio cd in my home, I haven't had time to install it and take a look. Sorry.
Sun, 13 Oct 2002 18:32:52

Ichor

If I had the model I might be able to tinker with the scaling a bit. I just hope the skin doesn't stretch out as well. If it does, I'll just have to deal with that somehow.
Sun, 13 Oct 2002 23:08:44

RambOrc

<!-- m --><a class="postlink" href="http://www.korax-heritage.com/koraxdev/modeling/july29/korax3dmodels_custom.zip">http://www.korax-heritage.com/koraxdev/ ... custom.zip</a><!-- m -->
Sun, 13 Oct 2002 23:59:58

Ichor

Ok, I have the models (I had to remember the username and password, heheh),. Now, you wanted the models bigger, and did you want them rotated any?
Mon, 14 Oct 2002 10:13:32

RambOrc

Rotation is not a problem, they seem to be properly aligned to a 90? axis, and from there on simply righting them N, E, W and S makes them OK for the buildings (all buildings in the city have right angles aligned to the 4 main directions, except for a small part of the church and the Tower of the Magi). What I need is an exact proportion of all parts to each other and if possible, they should be working w/o scaling (I mean the -a- and -p- parts that get attached sideways). If I i.e. put a standard side roof piece, it should be 128 pixels high in the game, 64 pixels wide at the base, and either 64 or 128 or 256 pixels long (if you could make different models, the longer ones are to cut the total polygon count on the map, making it faster to render). The side corner pieces should be 128 high and 64x64 at the base (width/length). Also, there is some kind of base point in all models that determines where exactly they appear in the map when I put down a single point in WadAuthor for the object. This should be at the outer edge of the object (if it's on the inner edge, all object rest directly on a linedef and that makes WadAuthor build nodes all the time which takes a lot of extra time, and most probably slows the map tremendously). With corner pieces it's clearly the lowest outmost point of the object, with side pieces best would be the outmost lowest middle point (or if it's easier to do than one of the outer corner points). Now as to the other type of roofs (roof1.md2 and roof2.md2). The most important would be that their anchor point or base point or whatever it's called should be at the lowest point of the object, at one of the edges, right below the middle spine (where it's highest). If you have control over actual object sizes and proportions, it'd be cool if it'd be 256x256 (XY), that can be scaled in-game to allow for smaller or larger roofs.

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