Corn Field - WIP

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Voxel
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Corn Field - WIP

Post by Voxel »

Been toying around with importing models and created some corn. Looks like fun, but runs a bit slow. model has pretty high poly count. i'll see if i can create something you can clone up the wazoo and not drag down the performance :D

Question... what do i need to make part of the model solid?
stem/stock whatever you call it. I'd still want the leaves pass-through.
Can i create some sort of collision bounding box around it?
Also my model doesn't seem to cast shadows. what am i missing?

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Post by jv_map »

You need a foliage clip. See Innkeeper's model maps tutorial on this site.

Static models only cast shadows if you compile with -staticshadows. The result is rather poor though :(.

Nice corn 8).
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Voxel
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Post by Voxel »

I thought about clipping it with a brush in radiant, but was hoping for a different solution like adding solidity to a specific surface. i'll check out the tuts on the subject.

i did compile it with static shadows. still nothing. maybe it's the lighting, i'll toy with it some more and see what shakes loose :D
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Post by Hashmark13 »

i like your corn.. lol can you send me it :D
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Post by Voxel »

Still working on it. I simplified the model. looks ok. now has 193 polygons (previously over 600). a field with 116 of them runs now at about 20fps... it's getting there, but still a bit slow. i might drop the poly count further, we shall see. i haven't textured it yet either, so keep your pants on. I'll post a map with it eventually, then you can use it all you want ;)
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wacko
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Post by wacko »

I wonder whether this is the best way to make plants...
As far as I have seen, all plants especially the leaves were made with transparent textures to save triangles/brushes. For a complete corn field, I would seriously think about this way of realising it.
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Post by Voxel »

I hear ya, and yes, this is sort of an experiment. it's actually not too bad. Storm ran some tests on his box and 116 plants ran at 50-60fps. Mine seems to hang around 20 for some reason :? Advantage to have it all geometry... you really get the sense of depth when you're in there. But i agree, not very practical for huge fields. Vis solution is being investigated :P
Also slapped together a generic texture for it... here's a few new shots...



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Post by ZeroSkaten »

mmmmm corn... very nice voxel :D
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Post by Hashmark13 »

what program did you use to make that????? i wanted to get start on modelling but there are absolutely no tutorials anywhere i look.. :x
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Post by mohaa_rox »

Yay! I got my new RAM!!!! 768 now!!! I can start on modelling at once!!!!!!!!!!!!
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Post by Voxel »

well... i used lightwave to model, and milkshape to convert. that's lightwave, not lightray.
but there is a ton of 3d apps out there... milkshape & lightray handle moh models, oh, 3ds max has exporters too.
lightwave is what i'm comfortable with. so that's what i use.
learn 3d studio max. it's industry standard.
you can go to discreet's site and grab their free version of g-max... or grab the 30 day trial of milkshape, it already has the moh plugins. www.milkshape3d.com
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Post by ZeroSkaten »

Hey dude,

I use lightwave too. Check out my beretta model /forum/viewtopic.php?t=2433 .
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ZeroSkaten
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Post by ZeroSkaten »

Have you tried using the qemLOSS2 plugin in the construct page to remove unused polygons?
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Post by Voxel »

i did use quemloss, made the original model with over 600 polys, then i half res it with qloss, but it does it a bit sloppy, so i had to go in afterwards, and remove a few more polys, and tweak it by hand, clean it up a bit. could be cleaned up even further, just haven't had that kind of time.

nice model there zero... have you gotten that weapon to work in the game yet? looked at the game weapons? i've just started looking at all that content... what are the bones for? any way to import those suckers into lightwave?
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Post by ZeroSkaten »

i've been able to import the mohaa guns via milkshape, and i'm working on getting the beretta ingame.


BTW what kind of techniques did u use to get the shape of the corn?
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