R Soul on 5/10/2012 at 00:51
Thanks for posting that. I'd like to make a suggestion: You can use Area brushes to isolate the brushes you want to use.
Ottoj55 on 5/10/2012 at 01:01
I'm also sure that if you delete the primary air brush first leaving only the solid brushes you wish to model behind you'll have less clean up to do.
EDIT: NO, what I said above is totally wrong, ignore that.
Renzatic on 5/10/2012 at 01:24
Got a question. What advantages are there to doing this? Does this mean this new Dromed thing is capable of importing complex models from 3D packages and lighting them properly, or is it just for testing purposes?
Ottoj55 on 5/10/2012 at 03:53
i'm a detail fanatic, i want my object buildings outside the player area to match those inside, but i don't want to spend a dozen brushes on each. this makes it easy for me to produce these buildings. i can also build objects for specific uses on buildings with the building, assuring the custom object will fit the brush work perfectly. i've yet to test the upper limits on new objects, they do support high resolution textures now.
Ottoj55 on 5/10/2012 at 04:07
oh, and wr_export_obj will export brushes from stripped missions as well, just in case you want a building from a stripped mission for something.
Wille on 5/10/2012 at 06:00
Thank you Ottoj55, very useful tutorial.
intruder on 5/10/2012 at 18:15
Thank you for this tutorial! It will be very helpful when populating city missions with additional buildings.
Renzatic on 6/10/2012 at 03:44
Quote Posted by Ottoj55
i'm a detail fanatic, i want my object buildings outside the player area to match those inside, but i don't want to spend a dozen brushes on each. this makes it easy for me to produce these buildings. i can also build objects for specific uses on buildings with the building, assuring the custom object will fit the brush work perfectly. i've yet to test the upper limits on new objects, they do support high resolution textures now.
So basically you can't make your entire map out of models, but you can make static meshes/high res detail models and get pretty good results?