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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Aug 13, 2008 1:18 pm Post subject: Diagonal Railing Problem |
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Well, I'm stumped. In pretty much every stage with stairs Rare put a nice, realistic diagonal railing on the stairs. This is the easy part, I've already got that modeled. The hard part is texturing it, somehow Rare got the vertical bars of their railings, even when running diagonally, to stay vertical, while the horizontal bars are sloped. I figured this was its own texture but looking through Facility's textures that doesn't appear to be the case. How did they manage to pull this off? I thought maybe the different parts of the railing were different polygons but that doesn't appear to be the case either, four tris make up the railings, two for the sides, two for the top. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Wed Aug 13, 2008 5:14 pm Post subject: |
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That is a surprisingly small amount of tris on the facility railing. Their uv coords are 1, 0.2, and 1, 1, and -4, 1, so I guess that somehow does it? |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Aug 14, 2008 9:59 am Post subject: |
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do you mean like this?
http://img258.imageshack.us/img258/8884/barandillapi8.jpg
in both the horizontal and diagonal parts of the railing I use the same texture, which is a simple 32x32 texture that has 2 of those vertical columns.
In the diagonal part, I have to skew the texture to align it.
I did this in sketchup, that has a graphical texture mapping interface with pin references you can clip to any part of the texture or the underlying geometry which helps map it with ease. I haven't used Hammer yet so I don't know how to do the same with it, but looking at the game I'm sure the same concept applies. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Aug 14, 2008 2:53 pm Post subject: |
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No, Hammer doesn't have any way to manipulate the textures like that, all it has is rotation and shifting. I guess I'll just texture them vertically for now, then play around with the uv coords once I import to GE. |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Aug 14, 2008 3:22 pm Post subject: |
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Quite strange to lack such a feature. It doesn't make much sense
There ought to be a way to do it. Maybe there's some updated version that can do it?
It got me interested and I searched.
Las time I searched, the highest version I could found to download was 3.4
Now I searched a bit and wikipedia has this to say:
http://en.wikipedia.org/wiki/Valve_Hammer_Editor#Version_3.5
It mentions an "Improved texture application tool". Maybe that's it. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Aug 14, 2008 4:08 pm Post subject: |
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I've had problems with that version in the past, my camera viewpoint would occasionally get stuck and it couldn't be unstuck without starting a new map, even loading the RMF in the old version wouldn't fix it. I don't recall anything added to the texture dialog either, but I could be wrong.
It's not all that surprising that it isn't supported though, Half-Life never did anything like that with map textures. |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Aug 14, 2008 4:10 pm Post subject: |
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Sorry to hear that. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Aug 15, 2008 4:52 am Post subject: |
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I guess it's more of a level "builder" than modeller? Can you manually modify u,v coords in hammer? |
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The Extremist 007
Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada |
Posted: Fri Aug 15, 2008 4:56 am Post subject: |
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SubDrag wrote: | Can you manually modify u,v coords in hammer? |
You can in 3ds max.
I mean, it's 10 million times better at least! _________________ Pure hand-drawn goodness. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Aug 15, 2008 1:14 pm Post subject: |
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SubDrag wrote: | I guess it's more of a level "builder" than modeller? Can you manually modify u,v coords in hammer? |
I'm not sure what you mean by this. If you think you just piece together preassembled chunks of map or something like that, no, it's nothing like that, you make your maps using primitive shapes. It's used for mapping, not making character models or anything of the sort, it's what was used to create almost every Half-Life map you see out there. It just happens to lack this one feature because the game it's intended for never does anything like that with its textures.
The Extremist wrote: | You can in 3ds max.
I mean, it's 10 million times better at least! |
I couldn't care less, because it's at least 10 million times harder to learn too.
Maybe you would like to make a thread where you walk people through making their first map with 3ds max? Nothing wrong with that, but please stop posting this in the Hammer threads, you're certainly not going to convert me, I've used the program in the past and can't stand it. |
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The Extremist 007
Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada |
Posted: Fri Aug 15, 2008 2:30 pm Post subject: |
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Dragonsbrethren wrote: | Maybe you would like to make a thread where you walk people through making their first map with 3ds max? Nothing wrong with that, but please stop posting this in the Hammer threads, you're certainly not going to convert me, I've used the program in the past and can't stand it. |
It's pretty easy to use it if you read the incredibly detailed help file.
Now Unreal Editor, there's an impossible modeller! _________________ Pure hand-drawn goodness. |
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(Skorpion) Guest
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Posted: Fri Aug 15, 2008 2:38 pm Post subject: |
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Addressing The Extremist about his 3DS Max / Unreal Editor comments. |
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The Extremist 007
Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada |
Posted: Fri Aug 15, 2008 2:51 pm Post subject: |
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Skorpion wrote: | and other users who have already told you to quit it. |
Nobody's explictly told me to stop.
If you want me to stop, say so. I hate vaguely implied orders. _________________ Pure hand-drawn goodness. |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Fri Aug 15, 2008 3:30 pm Post subject: |
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Come on, people, calm down.
Let's just make levels and hack codes for goldeneye and quit fighting, shall we?
Dragonsbrethren, I think what SubDrag meant by "builder" in contrast to "modeler" is that it is more concerned with the functional aspects of the level than fine cosmetic works.
From what I gather of what I have read about hammer (as I said, I haven't used it yet), these "brushes" not only consist of mere polygon geometry but also the very physics of the level and other aspects, and so the need for compiling the maps. As Goldeneye is concerned, only the polygon geometry is useful -which is recovered by that bsp2obj program- and the rest is ignored as it's not useful to GE. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Aug 15, 2008 5:23 pm Post subject: |
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I meant no disrespect. |
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