[prop] hedge models
TheSurgeon
04-25-2007, 11:19 AM
These are some hedge models I made for a map I started that are supposed to be more wild/overgrown than the neatly trimmed ones in dod:s, more like the ones you'd find in the bocage/farmland. There are 3 props: ~512 long version, ~1024 version and a shorter version low enough to jump over or deploy an mg.
Link (extract to day of defeat source/dod, props appear in models/surgeon) -
http://www.scorchingcraniums.com/downloads/hedgeprops.zip
HLMV:
http://img455.imageshack.us/img455/5176/hedgesaq7.jpg
Ingame:
Formologic23
04-25-2007, 11:33 AM
Make sexy time! I like very much.
Trp. Jed
04-25-2007, 11:48 AM
Nice stuff. Added to the mappers model index. ;)
Wile E Coyote
04-25-2007, 04:49 PM
hehehehe now I can take a leak in peace while camping :D
Sly Assassin
04-25-2007, 11:41 PM
OMFG thank you sooo much Surgeon, now I can quickly finish my minimap I've got for dod source :)
Guyver
04-28-2007, 01:45 AM
So are there maps out right now that use these?
Mozza
04-28-2007, 06:38 PM
Perfect, thanks alot. Needing this for a Brecourt project I just started.
CorPoraL KiLLa
04-29-2007, 03:28 PM
very creative.
Neutrino
04-30-2007, 07:57 AM
thank you!
Jim_Riley
05-02-2007, 06:33 PM
Excellent :D
Slackiller
05-13-2007, 11:21 PM
Nice 8)
MrGrubby
05-21-2007, 01:48 PM
Thanks for these hedges surgeon, do you have any tips for lighting these things? What were the light settings you use in those screenshots?
Here's what I'm getting on Churchyard with the use of an info lighting.
TheSurgeon
05-21-2007, 02:52 PM
Thanks for these hedges surgeon, do you have any tips for lighting these things? What were the light settings you use in those screenshots?
Here's what I'm getting on Churchyard with the use of an info lighting.
Using a method Ginger Lord gave me for the foliage in H&J - create a small skybox - around 256 cubed - outside the main one, with an info_lighting in the middle. Then create about 5 lights around it - one each side and one above, set the brightness and colour however you want, and target that info point as the light origin for every hedge prop. You might have to try moving the lights around (have them at 90 degrees, diagonally to the model etc) to get it to look right, but unless the Ep2 engine update fixes lighting for models like this, that's the only way to work around it for now.
MrGrubby
05-21-2007, 03:39 PM
thanks for the tip. I've been using that but only with two lights. I've since increased the number of lights and its working much better. Now all I have to do is get the colour and brightness of the lights right :)
ultranew_b
05-21-2007, 04:00 PM
Nice models !
I'm using them in my new level dod_V2, they look awesome !
Thanks
:)
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.