New Rocks Pack

Model New Rocks Pack 1.0

Balloonsfor600

L1: Registered
Sep 7, 2009
45
18
Good to hear. I look forward to it.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
These are awesome. Something that nagged at me a bit was that the origin refused to align nicely with the grid when I stuck a few in to see how they looked, but they're irregular enough that it's not really an issue.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
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These are awesome. Something that nagged at me a bit was that the origin refused to align nicely with the grid when I stuck a few in to see how they looked, but they're irregular enough that it's not really an issue.

Man, I don't think I'll ever get the origin to align, unless they're regular shapes...not rocks, etc. But if that's fine with you, have at them.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
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Ok, so, 7 pages, 94 downloads, and no one says anything about the lighting origins of these models? These are little things I forget about unless I actually make maps with them myself...no one noticed?

I apologize. When next these are updated, the lighting origin will be fixed.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
what do you mean with that exactly ?
since i'm almost wet behind the ears. how can you influence the light_origin and what was wrong with yours ? just so i know how to get around that problem on models
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
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what do you mean with that exactly ?
since i'm almost wet behind the ears. how can you influence the light_origin and what was wrong with yours ? just so i know how to get around that problem on models

All the rocks are compiled atm with "$illumposition 0 0 0" in the .qc, which pretty much means if the bottom rims of the rocks dip into the world geometry they render black. Not solid black, but as if they were in a shadow. This is bad if you don't know what you're doing. I never noticed when I was making them because I hadn't actually placed them inside world geometry while examining them in the engine. Just something that you forget about from time to time.

Technically, you could use info_lighting for each, but it would be a major pain in the ass to do it for each prop.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
and so you move the illumposition upwards to fix this ?
because i think i had that problem quite frequently in the past, and just didn't realize how to fix it.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
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and so you move the illumposition upwards to fix this ?
because i think i had that problem quite frequently in the past, and just didn't realize how to fix it.

Yeah, it's a matter of filling in coordinates of where the prop should be looking for lighting position. You can do this in your 3-D software if the units are 1:1, or in hammer.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
yeh, i got that, but what i was wondering is, would you move the illumposition up just slightly or like 400units above the model to get appropriate lighting ?
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
yeh, i got that, but what i was wondering is, would you move the illumposition up just slightly or like 400units above the model to get appropriate lighting ?

All you have to make sure you're doing is placing the $illumposition in a location that is most likely to not be inside world geometry. For example, in this example of rock_01:

illumposition_demo.jpg


Moving the $illumposition to the top of the model is a better solution. $Illumposition 0 0 0 is a terrible location for this; if the rock dips slightly into the ground below, the whole model will render incorrectly in the source engine.

And for promotional purposes, here's how they look in a practical example:

rock_promo.jpg
 
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Acumen

Annoyer
aa
Jun 11, 2009
704
628
ah ! could have figured out myself you may think, but sometimes i need certain enlightments to see clear :)
thanks so much for explaining this to me. learned another thing on the long road !
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Update! Hit the download button at the top for the updated pack. Here's the readme:

New Rock Models!

Release: Nov 04, 2009
Author: Meshes, LOD models, And Collision Meshes by Alex Kreeger. Textures modified from Valve Software's Textures.
E-mail: Kreeger242@live.missouristate.edu
Version: 1.0.1

Changelog 12/30/09:

*Updated all rock models to use correct illumination positions. No more inaccurately rendered models.



This pack includes 10 brand new desert theme rocks for Team Fortress 2. To make sure they fit both the style of desert

maps, and with the previously existing rock models, great effort has been taken to ensure consistency and quality.

Each model includes the following:

*4 Textures
*1 Mesh
*1 Collision Mesh
*2 LOD models (for optimum performance)

Model specifications:

*rock_01 - 161 Triangles @ LOD 0, 80 @ LOD 1
*rock_02 - 333 Triangles @ LOD 0, 165 @ LOD 1
*rock_03 - 276 Triangles @ LOD 0, 138 @ LOD 1
*rock_04 - 276 Triangles @ LOD 0, 138 @ LOD 1
*rock_05 - 769 Triangles @ LOD 0, 384 @ LOD 1
*rock_06 - 376 Triangles @ LOD 0, 182 @ LOD 1
*rock_07 - 343 Triangles @ LOD 0, 170 @ LOD 1
*rock_08 - 407 Triangles @ LOD 0, 202 @ LOD 1
*rock_09 - 554 Triangles @ LOD 0, 272 @ LOD 1
*rock_10 - 337 Triangles @ LOD 0, 168 @ LOD 1


Zip contains:

*This fantastic readme file!
*80 texture files (26.6 mb)
*70 model files (613 kb)

Extract to: "SteamApps\[username]\team fortress 2\tf" directory to install.

You are free to use these models as long as you credit me in your map release.

**YOU ARE NOT PERMITTED TO MODIFY ANY OF THE FILES FOUND WITHIN THE ARCHIVE, OR REDISTRIBUTE.

Check back again later for more models!