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(Mapmodels) See-though broken brick window
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11 Jan 12, 06:12PM
(This post was last modified: 11 Jan 12 06:14PM by DES|Cleaner.)
Post: #1
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(Mapmodels) See-though broken brick window
Don't remember who asked me for this one, sorry.
If you wonder why I've made it this way it's simply to save a huge amount of polys. Comment and download the See-though broken brick window
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11 Jan 12, 06:54PM
Post: #2
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RE: (Mapmodels) See-though broken brick window
v63
Looks like the windows at my old school. |
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11 Jan 12, 06:55PM
Post: #3
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RE: (Mapmodels) See-though broken brick window
Very good idea to make it lowpoly.
Even big companys as Infinity Ward use this technique with two layers. |
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11 Jan 12, 08:31PM
Post: #4
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RE: (Mapmodels) See-though broken brick window
Wow! I like this (although I haven't tested it)
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11 Jan 12, 08:33PM
Post: #5
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RE: (Mapmodels) See-though broken brick window
Well I'm afraid this technique is apparently very fps hungry, see more about it here.
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12 Jan 12, 02:43PM
Post: #6
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RE: (Mapmodels) See-though broken brick window
Nice Trick.
If you want to do it with real holes, you should try the boolean/boolan operation. Very very helpful to create holes ;) |
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12 Jan 12, 04:57PM
Post: #7
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RE: (Mapmodels) See-though broken brick window
can you shoot through the holes then?
i also had a school with them type of windows. lol |
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12 Jan 12, 08:52PM
(This post was last modified: 12 Jan 12 09:58PM by Mr.Floppy.)
Post: #8
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RE: (Mapmodels) See-though broken brick window
Cleaner, have a look at this: testmodel.zip
Sure, this does require quite some time to adjust the skin right, but it for sure is way cheaper on polys and there won't be z-fighting. Though, it looks a little weird on MS3D and I haven't tested it ingame. Would be nice if somebody will post an ingame-screeny, if he does test the thing. Thanks in advance! - edit - One more thing to be added to the technique used on my example model above. It most likely won't work well with advanced light/shadow-systems as it's not a "homogenous" mesh, but two seperate meshes stuck one inanother. Thanks to cube engine's rather simple lighting system it won't be a problem at all. Either enable or disable vertexlighting on the md.cfg, depending on the size of the model and it should be just fine. By the way, I guess the problem with your "multilayer" technique isn't the z-fighting, but the need to render that texture 96 times in that spot. At least that makes more sense then the z-fighting theory. Maybe it's the both of those. |
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12 Jan 12, 11:15PM
Post: #9
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RE: (Mapmodels) See-though broken brick window
That's what i asked at the start of the mapping contest, but for a different use.
I wonder if this effect could be done for an ice effect on the floor. It could be so amazing! ![]() Just imagine how i could win a lot of votes for the contest with this ice effect. jk ;p |
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13 Jan 12, 01:29AM
Post: #10
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RE: (Mapmodels) See-though broken brick window
Is that Tomb Raider? Man... back in the PSX days... B)
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13 Jan 12, 09:47AM
Post: #11
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RE: (Mapmodels) See-though broken brick window
That snow looks like dandruff.
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13 Jan 12, 09:47AM
Post: #12
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RE: (Mapmodels) See-though broken brick window
This floor is transparent, so the answer is no in first place. Though you could make a floor model with an ice-texture and some holes in it with water below. Though, in case the holes are rather huge, the clipping needs to be arranged precisely.
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13 Jan 12, 11:18AM
Post: #13
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RE: (Mapmodels) See-though broken brick window
Just an idea, what if...
Horizontal clip levelled with water and like 10 (more or less) cubes underneath the ice texture. No time to test that right now, if someone can that'll be cool |
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14 Jan 12, 12:00PM
Post: #14
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RE: (Mapmodels) See-though broken brick window
And then we can add drowning as a way of losing hp. Lul
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