City architecture elements

New models, textures, & integration of 3rd party content.

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FoamBats4All
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Re: City architecture elements

Post by FoamBats4All »

Wynna wrote:So simple, yet so exactly what I need and can't make myself, or make existing elements do. Thank you! Now...how do I go about getting a custom walkmesh model like this into the game?
Walkmeshes are part of the model itself. They're special, invisible planes on the model. Same with line of sight stuff.

... what I can't tell you is how to add them.
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Wynna
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Re: City architecture elements

Post by Wynna »

/me takes Foam's Bat of Obviousness +1 and hits him back with it. Then removes one misapplied word from question to make it read: How do I get this custom model in?
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gribo
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Re: City architecture elements

Post by gribo »

Walkmeshes are included in the model, they determine the walkable areas and the type of steps sound effect. They, along with the collision meshes are a very simplified version of the visual mesh.
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Zelknolf
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Re: City architecture elements

Post by Zelknolf »

Placeables are updated a couple times a year; they're big downloads, and downloading them on every client of every player has noticeable expense. It's only a few bucks, so it's not crushing or anything, but it does mean that I don't want to punt out new placeables every time one of them sparkles at a player just so.

The usual process is to drop a link to the models/textures here:
http://www.alandfaraway.info/phpBB3/vie ... 97&t=45522
Most of the links there point to vault posts of finished haks, but that's just because that's how most of our players find stuff. You don't have to do that extra work to get a thing for ALFA. Models and textures are plenty; haks just get models and textures extracted before the rest of the hak is discarded anyway.


... and then when it's time for me to package up the large-filesized haks (creatures, placeables, tilesets) for ALFA's use, the bits we can use all get swept in.
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Wynna
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Re: City architecture elements

Post by Wynna »

Thanks, Zelk. Appreciate the procedural pointers. When Gribo is done with it, I'll add it to the thread you link.
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gribo
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Re: City architecture elements

Post by gribo »

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gribo
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Re: City architecture elements

Post by gribo »

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HEEGZ
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Re: City architecture elements

Post by HEEGZ »

gribo wrote:Another day, another model:
http://i358.photobucket.com/albums/oo22 ... 9gd5ja.jpg
Link broken.

I saw the image from the vault thread though, very nice.

Tell me, can you figure out how to get the beard models onto a female dwarf PC?

Inquiring minds want to know! :twisted:
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gribo
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Re: City architecture elements

Post by gribo »

You will have to figure such abomination yourself :D
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HEEGZ
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Re: City architecture elements

Post by HEEGZ »

Image

Don't be a hater! :wink:
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gribo
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Re: City architecture elements

Post by gribo »

I rest my case. 3d modelling is not that hard, if you have some time to spare.
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