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Re: Xtreme Paintball - College Thesis Game [Re: demiGod] #115570
04/22/07 19:16
04/22/07 19:16
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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@pedro: you definitely need to merge your vertices. as i can see from the model's in-engine shading, all faces aren't connected which produces the flat-shading look. this is a known problem for importing files, esp. 3ds and obj files, int MED. How to sove:
1)import your model in MED
2)go to vertices selection mode
3)tools>mesh tester (may take a lil while)
4)you get a message box about "closed"(good) and "open"(bad) meshes.
5)klick OK and now "merge" (toolbar>right)

ps: very nice model., congrats. the ammo skins are beautiful as well. impressive!

Re: Xtreme Paintball - College Thesis Game [Re: broozar] #115571
05/01/07 20:40
05/01/07 20:40
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline OP
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Pedro_Amorim  Offline OP
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Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Update



The model is almost finished. need to make some minor tweaks, then i need to do the unwrap, finish it i mean. and off to texturing

Another shot


Last edited by Pedro_Amorim; 05/01/07 21:02.
Re: Xtreme Paintball - College Thesis Game [Re: Pedro_Amorim] #115572
05/05/07 03:09
05/05/07 03:09
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline OP
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Pedro_Amorim  Offline OP
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Joined: Nov 2006
Posts: 129
Gondomar, Portugal
So. I Started texturing the hooper (the thing that goes on top of the gun where you put your paintballs) and he looks hot on MED and WED.

THe problem is when i run the level and get this weird problem.
here:




Re: Xtreme Paintball - College Thesis Game [Re: Pedro_Amorim] #115573
05/05/07 12:56
05/05/07 12:56
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline OP
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Pedro_Amorim  Offline OP
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Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Anyone?

Re: Xtreme Paintball - College Thesis Game [Re: Pedro_Amorim] #115574
05/05/07 13:47
05/05/07 13:47
Joined: Oct 2005
Posts: 196
ambe Offline
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ambe  Offline
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Posts: 196
the alpha in med is on. click on skin settings(in manage skin) then click the "material setup" button off ..


- code monkey
Re: Xtreme Paintball - College Thesis Game [Re: ambe] #115575
05/05/07 17:53
05/05/07 17:53
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Great work Pedro and very profesionally presented too...

You may be interested to know that a high poly model can be halved in its poly count by judicious use of "cuts", that is, your model cut so that the camera presented half is all that there is of the model. You will need several different versions to match view angles but you can get away with a huge poly reduction effect with this technique.
For me, the prob with this technique is scripting it.

Re: Xtreme Paintball - College Thesis Game [Re: ambe] #115576
05/05/07 21:26
05/05/07 21:26
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline OP
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Pedro_Amorim  Offline OP
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Posts: 129
Gondomar, Portugal
Quote:

the alpha in med is on. click on skin settings(in manage skin) then click the "material setup" button off ..




thanks for your tip:D i tried what you said but it continued not to work. then i uncheckd the 32bit in the texture format to 24bit since it was a tga, and it removed the alpha channel:D its llooks good now:D


Re: Xtreme Paintball - College Thesis Game [Re: Pedro_Amorim] #115577
05/05/07 21:39
05/05/07 21:39
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Portugal
Also, maybe you should look at clip_size variable in the manual (default 0.5), if you use high poly models this variable must be zero.
However, this will slow the frame rate a little, so you have to balance and decide what configuration you want.

Btw, it looks great.

Re: Xtreme Paintball - College Thesis Game [Re: demiGod] #115578
05/05/07 21:44
05/05/07 21:44
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline OP
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Pedro_Amorim  Offline OP
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Posts: 129
Gondomar, Portugal
whats clip_size?

Re: Xtreme Paintball - College Thesis Game [Re: Pedro_Amorim] #115579
05/05/07 21:52
05/05/07 21:52
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Portugal
From the manual:

Quote:


clip_size
This variable (default 0.5) gives the minimum number of pixels that must be covered by a z buffer shadow triangle for being rendered. With the default value, triangles are not rendered if they are smaller than half a pixel. This increases the frame rate, but can lead to "holes" in z buffer shadows of high polygon models. When using high polygon models, clip_size should be set to 0.





But you should change this value only if you see holes or other artifacts in the mesh and its shadow at runtime..

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