Mapmodel RELEASE: Oak tree


Tolchok
11-09-2003, 06:35 PM
Here is an oak tree that I made for a map I'm working on.

Preview (http://freespace.virgin.net/es.dawe/visual/oak/tol_oak1.jpg)

Download (http://freespace.virgin.net/es.dawe/maps/tol_oak1.ZIP)

It has 88 polygons, animated foliage, and includes the .rmf map file with the clip/reactive texture brushes.

Enjoy.

Sly Assassin
11-09-2003, 07:11 PM
sweet looking tree bro :)

btw did you get my pm about those textures?

Tolchok
11-09-2003, 07:14 PM
Cheers SA. Yes - I'll sort it tomorrow morning, so check your mail.

Sly Assassin
11-09-2003, 07:18 PM
Kewl cheers bro thanks for that again ;)

Oh and tree looks sweet as :)

Godcha
11-09-2003, 10:32 PM
WoW

what a great looking tree :eek:

Glidias
11-10-2003, 12:22 AM
If tall grass was implemented and chunks of vegetation, one must create various animation sequences to play when somebody runs over such vegetation.

Often, i find such vegetation provide so much stealth in games compared to real life when in reality moving around in it would cause such vegeation to sway slightly. Even turning your view or aiming would cause your weapon to collide with all these grass blades/bush leaves, resulting in some subtle movmenets. Too bad DOD can't calculate gun barrel movements.....

Sly Assassin
11-10-2003, 01:27 AM
I'd love to see some say waist height grass models being produced, it would be great for certain maps :)

travis
11-10-2003, 04:07 AM
omg wikked model man :D

haircut
11-10-2003, 06:19 AM
nice model.

The animation suxs on this PC I have at work :rolleyes:

CptMuppet
11-10-2003, 07:36 AM
Originally posted by Sly Assassin
I'd love to see some say waist height grass models being produced, it would be great for certain maps :)

Could be done... Although the grass would not be thick, per se, rather random strands of long grass. HL can't handle too much.

Quakah
11-10-2003, 08:20 AM
Wow! nice model Tolchok!

divisionazul
11-10-2003, 11:47 AM
Nice one...itīs great

It will be awesome with snowy and autumm submodels :P

DEvIL-K
11-10-2003, 01:51 PM
OH MAN!!! this one is so cute!

izuno
11-10-2003, 01:59 PM
As usual, top notch work, Tolchok.

11-10-2003, 02:02 PM
that tree is awesome!
nice work!

and devil-k - the tree is cute? hmmm

-iNw-Andy
11-10-2003, 02:31 PM
Originally posted by Glidias
If tall grass was implemented and chunks of vegetation, one must create various animation sequences to play when somebody runs over such vegetation.

Often, i find such vegetation provide so much stealth in games compared to real life when in reality moving around in it would cause such vegeation to sway slightly. Even turning your view or aiming would cause your weapon to collide with all these grass blades/bush leaves, resulting in some subtle movmenets. Too bad DOD can't calculate gun barrel movements.....
A system like that was implemented in Hidden and Dangerous 2 - when you crawl through tall grass it gets matted down. It's a very cool effect.

floMatic
11-10-2003, 04:18 PM
Originally posted by Godcha
WoW

what a great looking tree :eek:

:eek:

Cpl.1nsane
11-12-2003, 06:08 AM
Sweet tree my friend :).. I will use this in my maps...

Kamikazi!
11-12-2003, 08:55 AM
Its good but you need to align the skin so it doesn't stick out on the sides. I hate when it does this to my stuff too.

Tolchok
11-12-2003, 12:38 PM
Thanks for the report, Kami. I was very careful to avoid this error, and I can't find it in either HLMV or the model ingame. It's possible that it's either your or my video card settings regarding texture or pixel alignment that is causing the problem. If it is my settings, then the model will appear correct on my pc, but wrong on everyone elses. If this is the case, then I would like to know - I would appreciate it if anyone who has downloaded this model would take a look at in in HLMV, and see if you can see the error pointed out by Kamikazi and report back.

divisionazul
11-12-2003, 01:32 PM
I donīt see any errors in my computer...for me itīs ok

redfalcon
11-12-2003, 08:15 PM
pwned.


as usual.

Kamikazi!
11-12-2003, 09:57 PM
Originally posted by Tolchok
Thanks for the report, Kami. I was very careful to avoid this error, and I can't find it in either HLMV or the model ingame. It's possible that it's either your or my video card settings regarding texture or pixel alignment that is causing the problem. If it is my settings, then the model will appear correct on my pc, but wrong on everyone elses. If this is the case, then I would like to know - I would appreciate it if anyone who has downloaded this model would take a look at in in HLMV, and see if you can see the error pointed out by Kamikazi and report back.

I turned on full antistropic and antialis etc and it still shows up. I have the latest model viewer, so I don't think its that. I'm running 1280x1024.

You didn't happen to compile it once, then decompile with milkshape, then recompile did you? It is known to offset skins by 1 pixel when recompiled.

Why it would only show up on my pc is rather strange.

PeeZwee
11-12-2003, 11:20 PM
Look at it with Jed hlmv and it's fine.


btw, mister Tolchok could you make a slpit version so we can blow it :D

Tolchok
11-13-2003, 05:53 AM
Thanks for the reports.

Kami - I have a Creative TNT 2 card, with default settings and the standard nvidia driver. In the settings, there is a slider that allows adjustment of texture alignment - from 'towards top left corner' to 'centre'. Is it possible that you've tweaked a setting on your card that is offsetting the texture? It would be worth rechecking the model with your video cards default settings restored, if you have changed them.

This is very important for me and Kami to sort out. The simple explanation is that one of us has incorrect video card settings, and any work done with texture alignment will be flawed without knowing it. It's one of those tricky problems that is difficult to nail without help from others because everybody has a unique pc system.

So, once again, thanks for the reports, but more feedback from other ppl regarding whether or not this error shows up on YOUR pc would be greatly appreciated.

Kamikazi!
11-13-2003, 08:52 AM
I'm running asus ti4600, I didn't get the new detonators yet. I do not have any texture alignment slider on mine. I will get new drivers and see what happens.

EDIT: new drivers didn't help, still visible.

DEvIL-K
11-16-2003, 01:18 PM
gforce4 ti4200, 1024x768 and also not the latest detonator drivers -> no problems in 2 versions of hlmv and ingame :>
..still cute ;)

11-16-2003, 01:50 PM
some cards have the tendancy to wrap textures round on them selves. when they smooth the texture on the edges somecard use pixels from the other side of the image. wheter this is how it usually works or not I don't know BUT the range shouldn't be more than 1 or 2 pixels on the side. simply having a blue buffer bout 3 pixels all round and having the face map onto it BARELY going over the tree are and not into the buffer you should be fine.

Tolchok
11-16-2003, 03:15 PM
It would be useful to Kamikazi if someone with an Asus ti4600 could report whether or not their card reproduces this problem with this model.

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