Beleg Cúthalion on 27/3/2008 at 21:00
I even looked it up in the dictionary. :D These things in front of the wheel:
(
http://s6.directupload.net/file/d/1294/wgh4gppm_jpg.htm)
Inline Image:
http://s6.directupload.net/images/080101/temp/wgh4gppm.jpgThey have small fancy trims which increase the polygon count I believe, but they just look better than the ones used at Rutherford Castle etc.. The gable...well you could try something similar to the sizes of the standard gables. Maybe without any supports, these things are hard to get rid off when you don't need them and could be made separately also. Thanks for your efforts. :thumb:
Well I think I'll have to mess around with the emitters then. Yeah, now that you say it...there are flying glowing hammers in your missions. :weird:
Ziemanskye on 27/3/2008 at 22:09
(
http://img296.imageshack.us/my.php?image=belegpanelsys01wn7.jpg)
Inline Image:
http://img296.imageshack.us/img296/4836/belegpanelsys01wn7.th.jpgHere's the preliminary idea of what I think you're after - obviously it's not textured yet, but the colours show the object sizes I'm expecting.
I also still need to do corners for the roofs.
Each of the ramp-sections has beams under it: and the beams under the little "lip" sections at the bottom taper off. The idea is that these lip sections stick out over the top of your other stuff then back straight onto other roof pieces as needed. There's also no trim under them currently - but they are neatly aligned so you can just put one under them yourself: it seemed neater to build them that way.
Do you want a flat roof-piece set too? Currently they're 2:1 and 1:1 slopes, so the lower ones should actually fit quite well with the stair-smeshes on them too. I guess we might want 16x and 32x pieces as well, for the sake of convenience... Oh well, they are simple objects, which only improves the odds of them being used, I suppose.
In other notes: The gable-blockss are exaggerated relative to the slopes, mostly because the real examples I've found tend to be. Also, there's two shorter wall sections there - they're only 192 high, which I'll texture to fit the *goodness textures because it annoys me when people get the scale of rooms wrong.
Having not known what you wanted, I haven't done the crenels, but I can get on that too.
Beleg Cúthalion on 28/3/2008 at 07:49
Oh, that's good. I even got the lip thing just now, though not the beam thing. The things that look like angular sheets are ramps with beams? :weird: Well, as long as they have a bottom which can overhang in case a trim looks out of place...
The 2:1 slopes are flat enough for me; in fact it should be no problem to make a second level of roof segments above each other as long as the corner parts fit into each other...am I right? The pink sheets to the left are the different simple walls, are they? Concerning the gables; I also thought of ones that could be independently used like the original wooden gables, just simplified with these square-cut bigger-than-the-roof trims and maybe two windows at the front (or even two versions, one as broad as a simple room – like the original ones – and one as broad as a whole house front, i.e. app. two rooms broad, so that one can use it as a piece of facade like (
http://www.bmz.amsterdam.nl/adam/pics/huizen/rok145/rok1457.jpg) here).
But I don't keep you from working on the NLK, do I? :D
Ziemanskye on 28/3/2008 at 08:56
In other news, I thought of a way we might be able to do Smeshes with custom matlibs, though it would complicate the site a bit: make the matlibs like a folder.
MyMatlib (date)
- ThisMesh: notes> requires MyMatlib dated (older date) or newer.
- OtherMesh: note> requires MyMatlib (date)
Original Texturess (main folder)
- All the stuff I've released so far.
The Matlibs and textures will take rather more storage space/bandwidth if they're hosted beside the smeshes though, but in theory you could have "updates". Since the matlibs themselves are quite small it's not much of a problem to just dl the up to date version with only the recently added/changed versions of texture within it.
Then that way at least some of those meshes other people have done could go up to :p
Beleg Cúthalion on 28/3/2008 at 10:24
I'll suggest this to the CoK. So you want to group the static meshes according to the matlibs used? I thought of a separate matlib/textures section and a note next to the SMesh if one of these matlibs is needed. But I'll ask him what idea he has about the update function.
But since you're speaking of it already: After using or selecting your static meshes in the browser (especially the buildings) I noticed some strange new matlibs in the texture browser, filled with things that seemed to be two pixels broad. Afaik the texture with the yellow natural stonework you used at the (
http://www.redfox-media.com/jayb-productions/SMeshes/Files/ziemanskye_filler-building(5x5x5).jpg) big block-like house is not original (and neither shipped with the SMesh), however I can see it in the game.
Ziemanskye on 28/3/2008 at 11:34
As far as I remember, it's all default textures - I don't think I've made anything of my own which has normal maps.
Try copying your PCTextures folder over the Textures folder (and/or vice-versa) - there's a few "hidden" materials that don't show up because it thinks it's missing the textures that comprise the material. The Editor defaults to using the lower-res Textures set, so anything not in there, the editor can't see, but the game can - there's things like the gold/silver loot textures do that, a couple of wall textures and simple stuff like that.
(also, you can change the *.ini settings so the editor uses the PCtextures folder, but you still want to copy Textures up into it - just don't overwrite the conflicts so only the "missing" ones go in)
Beleg Cúthalion on 28/3/2008 at 21:03
I don't even have the normal Textures folder anymore, everything is linked to PCtextures... and if I got you right then the PCtextures folder had more files. Anyway, MEDwall_512B, I assume? Just found it. :erg:
Ziemanskye on 28/3/2008 at 22:57
They have mismatched textures - there's some things in Textures only, some things in PCTextures only, so you need to merge them before you scrap one or the other.
If you've only the one folder, you either already did, or you've got T3EnEd - which I think defaulted to doing that.
Ziemanskye on 29/3/2008 at 14:49
Right - wall sections are on hold while I think about how to texture them to fit in a useful fashion.
Roof sections... I've about 1/4 of the done - the rest got their texture co-ordinates screwed up so I'm going to have to go play with them again. I've scrapped the 32 and 16 wide pieces because I'm texturing at 64 wide and smaller pieces than that just messes things up, and the corners are 90 degree outside-corners only. Everything fits together on a 32 grid - roof is 4 units thick with a wooden underneath/sides, and sits above the pivot, with the support beams a different wood (so you can BF-texture them out if you don't want them) sitting underneath the pivot.
Gables, welll, they came out okay, but things are crashing and generally not wanting to play, so they can wait to be uploaded with the roof-slopes. (er, crashing at my end, not the site)
Crenels, I havn't even started yet because I want to know how big you want them. I'd guess 64x64x64 cubes, with a 32x16x32 bit on top, with a trim around the upper "outside" edge. But 16 deep across the whole model might also work (64x16x16+ 32x16x32) so it's just a wall-top piece, or 64x16x32+ or 64x16x48+ so the base is waist-high... Well, you can see I'm not sure how big to make them.
Oh, and I don't plan to make specific collision models for any of this - just in case you care about that.
Beleg Cúthalion on 29/3/2008 at 15:01
Sounds good. The crenels could be...well, I'll have at look at the static mesh browser this evening to I can tell you where to find them. Basically the same SMeshes (as in the picture above and in OldQuarter, for instance), but without the trims and other kinds of superfluous polygon eaters. The reason is simply that they look better than the sloped ones (which are in the Railings section I assume) but are unreasonably complex. I once even got a hit stack Viktoria error when copying a long row of them.
About the collision models...the worst thing would be that someone could walk/shoot through it, am I right? So only a matter of invisible walls..?
PS: MEDeRail2A1 (et alii) in the railings section. That's it.