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> Better Late Than Never
tomdon
post Feb 22 2011, 10:17 AM
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Had some free time at work at last, and spent it sorting you chaps out with a model.

http://tomdon.net/bg2/bg_fir_tree.rar I dont have the sdk so cant compile it, but the fbx and textures are all in there, do with it as you wish :).



k thx bye!
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Forlorn_Hope
post Feb 22 2011, 01:03 PM
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Thanks, and it looks lovely :)


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Danihel
post Feb 22 2011, 01:17 PM
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thats dope
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gRanTeLbArT
post Feb 22 2011, 01:49 PM
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Looks pretty

can anybody export that file to .obj or maybe even .smd for me? FH?


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tomdon
post Feb 22 2011, 01:52 PM
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QUOTE (gRanTeLbArT @ Feb 22 2011, 01:49 PM) *
Looks pretty

can anybody export that file to .obj or maybe even .smd for me? FH?

http://tomdon.net/bg2/bg_fir_tree.obj
I have not tested that, it may or may not be ok. I tend to use fbx as I know everything gets exported ok.

*edit*
btw I have an afternoon free, anybody have any outstanding map props need making?

This post has been edited by tomdon: Feb 22 2011, 01:58 PM
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Forlorn_Hope
post Feb 22 2011, 05:18 PM
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Rocks, trees, moveable cannon? :P


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"There will be no more naked sunbathing." An actual rule for the base I was on, in the middle of Afghanistan.

"Forlorn basically said everything right." Codename:V
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Forlorn_Hope
post Feb 22 2011, 05:27 PM
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PS, if you want to talk to me on Skype, my username is hillenbrandg


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"There will be no more naked sunbathing." An actual rule for the base I was on, in the middle of Afghanistan.

"Forlorn basically said everything right." Codename:V
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tomdon
post Feb 23 2011, 11:30 AM
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QUOTE (Forlorn_Hope @ Feb 22 2011, 05:27 PM) *
PS, if you want to talk to me on Skype, my username is hillenbrandg


Here is a snow tree
http://tomdon.net/bg2/bg_winter_tree.rar

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Steve
post Feb 23 2011, 12:08 PM
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Excellent work Tomdon!

The current custom foliage in BG2 is a tad underwhelming/outdated, I'll post prop .mdl files of these meshes sometime tommorow morning... Sleep time.

Does Source require pre-rendered simple shadows (the ones usually mapped to the surfaces directly under a complex mesh) or are they created at runtime?


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tomdon
post Feb 23 2011, 12:57 PM
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Eeerrrr, tbh I cant remember. I have not compiled for source in a long time. I baked some soft shadows with vetex colour in to those models above. I presume its possible to use vertex colour in source.
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gRanTeLbArT
post Feb 23 2011, 02:10 PM
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Shadows are made on map compile time (unless you have a dynamic light). The only simplification possible is a shadow LOD mesh less detailed then the original mesh. Model self-shadowing is also possible these days but as far as I know it's just an option to enable/disable on the model entities in the map editor.


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tomdon
post Feb 24 2011, 04:38 PM
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I had yet more free time so made a house, nearly finished. I was thinking the windows etc could be ripped out and used as static meshes. The building as a whole might be handy if exported 1/16th scale for a skybox. Or you might be able to get away with having it out of reach of players at full scale, its got enough detail for pretty close up, just not right next to it :).

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Forlorn_Hope
post Feb 24 2011, 06:38 PM
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That's sexy


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"There will be no more naked sunbathing." An actual rule for the base I was on, in the middle of Afghanistan.

"Forlorn basically said everything right." Codename:V
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tomdon
post Feb 25 2011, 12:00 PM
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I am on a roll here, made this snow covered birch tree this morning. I will sort out exporting and raring this and the house later.

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Forlorn_Hope
post Feb 25 2011, 01:06 PM
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<3


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Steve
post Feb 26 2011, 10:44 AM
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Hmm.. would it be possible to get the materials (specifically the bark) without the alpha channel? It seems to be a duplicate of the alpha channel used by the foils/leafs for some reason... I've no idea how to remove it in Photoshop (if the texture data is even still kept 'underneath' the alpha value as GIMP removes it).


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Steve
post Feb 26 2011, 10:46 AM
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Ignore me, solved.


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Steve
post Feb 26 2011, 12:02 PM
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Compiled.

http://www.4shared.com/file/Yv2FQP0s/props_tomdon_01.html

Also contains Milkshape sources + compile scripts if I managed to munge the scale or the collision hull up...

I didn't implement the specular map in the shader, it needs to be merged into the bumpmap as an alpha channel.

Source is odd.


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tomdon
post Feb 26 2011, 01:31 PM
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Turns out I have another week without any work to do at work :D. So expect more props next week, in the afternoon on Friday I made a big version of the birch, there are a few branches that are sticking out wrong but I will fix it and upload it monday:

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Tjoppen
post Feb 26 2011, 04:59 PM
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Great work :)
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AngryIRSAgent
post Feb 27 2011, 06:27 AM
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I think I just jizzed in my pants a little.


New Bushes PLEASE....


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gRanTeLbArT
post Feb 27 2011, 08:44 AM
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QUOTE (Steve @ Feb 26 2011, 01:02 PM) *
Compiled.

http://www.4shared.com/file/Yv2FQP0s/props_tomdon_01.html

Also contains Milkshape sources + compile scripts if I managed to munge the scale or the collision hull up...

I didn't implement the specular map in the shader, it needs to be merged into the bumpmap as an alpha channel.

Source is odd.


Nice work, thanks Tomdon and Steve. The trees look beautiful in hammer. I've put this first batch into the game SVN.
The winter tree however is quite tall. Maybe you could compile a second version that is scaled a little down? Compare to the fort on bg_assault and to the fir tree:



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Steve
post Feb 27 2011, 09:04 AM
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Yeah... heh, I noticed that today (forgot I had a bunch of size reference meshes for my quake-3 project).

It might be better suited at around 70~% of its current scale.

I might also modify the scale on the other trees to be somewhat larger.

The origin will remain the same so no issues should arrive with any maps that currently have them implemented.


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tomdon
post Feb 27 2011, 02:32 PM
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QUOTE (AngryIRSAgent @ Feb 27 2011, 06:27 AM) *
I think I just jizzed in my pants a little.


New Bushes PLEASE....



What kind, with leaves? without ? winter? summer? fall?
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Ram1
post Feb 27 2011, 03:03 PM
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great looking models, i love that house, can you have 2 versions?, one for skybox, and a normal scaled one.
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