Model Airship for balloon race

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Haas

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Aug 26, 2008
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I'm currently working on project to try and improve the balloon race map style, I know you guys always say you have to come with your own map idea's. But I think the balloon race map style is pretty awesome and not used to it's full potential.(in short it is a sniper fest atm)

But to start off slow I am now planning to first upgrade the old balloon race map with models. The map is open source so that is cool.

But I am new to Source modeling and I don't know what the limitations are for moddeling. Like the ship I am modeling, is it gonna work?
And should I make one model? Or split the ship in 2?
If your in the ship how is the clipping gonna be?

I btw already made a small uv mapped model with suc6, and I am an experience Blender user.
Update:
Finished the outline of the ship, still need some tweaking for the size of the ship.
The mesh is good no strange vertexes or faces. (as far as I found ;) )
 
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Zeewier

L9: Fashionable Member
Sep 20, 2008
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For models used like this one the clipping has to be done within hammer, the same way the payload cart's collision is done. Otherwise the players can not stand on it properly.

But if it is used as a non-moving prop (prop_static) you need to make multiple convex parts of the ship for the collision.
 

Haas

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Aug 26, 2008
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Well that is a good idea since my psy model is getting modified on compile. I used to test the same model als psy model as the static model. But the psy model get simplefied. I also read that you should keep the psy models simple, and in hammer you really don't want to make a detailed model :)
btw check picture of the model.
 
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Sel

Banned
Feb 18, 2009
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I btw already made a small uv mapped model with suc6, and I am an experience Blender user.

I find that last bit hard to believe, since you've assigned one smoothing group to the entire model, making it look like a giant blobby mess. They do have smoothing groups in blender, don't they?

smoothing.jpg


None Alternating Full (smoothing)
 
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Acumen

Annoyer
aa
Jun 11, 2009
704
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your phys model needs to be much more simplified, you can't just use the model twice :eek:
far too performance costing and not working anyways ^^
see for more reference here:
http://developer.valvesoftware.com/wiki/Collision_mesh

most important for you:
# Collision meshes must be convex. To create an accurate collision mesh for a concave model create multiple, separate convex objects, intersecting them if necessary.
# Each face on a given convex object must share a smooth edge if it is to be exported to a collision mesh.
# Unlike a reference mesh, a collision mesh must be solid on all sides. Errors similar to "WARNING: Model has 2-dimensional geometry" mean there is a missing face somewhere.

for your ship that would mean you'd need one element for the back part that is higher and then several more elements for the curvy shape of the boat. just check out some valve models in the sdk modelviewer and you'll see how it works theoretically :)
it's basically the same as the hammer brush convex/concave issue.
 

Haas

L1: Registered
Aug 26, 2008
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I find that last bit hard to believe, since you've assigned one smoothing group to the entire model, making it look like a giant blobby mess. They do have smoothing groups in blender, don't they?

smoothing.jpg


None Alternating Full (smoothing)
You can believe what ever you want.... But you came here to troll?
Or are you willing too explain me how I should use smoothing groups for source? I didn't use any smoothing atm. Balloon race is a big open map and I am really trying hard to keep the model as light as I can.
And FYI that second picture is from valve model viewer.
 
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Haas

L1: Registered
Aug 26, 2008
34
4
your phys model needs to be much more simplified, you can't just use the model twice :eek:
far too performance costing and not working anyways ^^
see for more reference here:
http://developer.valvesoftware.com/wiki/Collision_mesh

most important for you:


for your ship that would mean you'd need one element for the back part that is higher and then several more elements for the curvy shape of the boat. just check out some valve models in the sdk modelviewer and you'll see how it works theoretically :)
it's basically the same as the hammer brush convex/concave issue.
I'm going for Zeewier way. But thnx for that link I searched for that... but didn't use the right keywords.:(
 

Haas

L1: Registered
Aug 26, 2008
34
4
Tried uv mapping it too look, how it looks like and if I can do it properly.
Worked out pretty good, but the model needs some optimization en tweaking.
Gonna add some more details to it in separate models, and a lot more :p
 
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Sel

Banned
Feb 18, 2009
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You can believe what ever you want.... But you came here to troll?
Or are you willing too explain me how I should use smoothing groups for source? I didn't use any smoothing atm. Balloon race is a big open map and I am really trying hard to keep the model as light as I can.
And FYI that second picture is from valve model viewer.

That's a great response, no really, shows what I get for trying to help you out.
 
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Haas

L1: Registered
Aug 26, 2008
34
4
That's a great response, no really, shows what I get for trying to help you out.

pls read this and then lets read your reply again.

I find that last bit hard to believe, since you've assigned one smoothing group to the entire model, making it look like a giant blobby mess. They do have smoothing groups in blender, don't they?
You find it hard to believe that I am experience user, so your calling me a liar?
You assume and draw conclusion without asking. (this is how people get in lawsuits)
You find my model to look like a giant blobby mess? Nice great feedback.
Ahh and the sarcastic question at the end. Finishing off with a nice and warm-full "don't they?" (you really should have used caps on this one)

If an admin reads this pls delete al the posts related to this discussion and Selentic if you keep posting sarcastic comments pls don't post here anymore.
 

Sel

Banned
Feb 18, 2009
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I'll be clear, I did not mean to be insulting in any way, and you are imagining me insulting you, so either you have an ego issue, or you're paranoid.

Here let me explain the reasoning behind my thoughts!

If you were an experienced blender user, you would know how smoothing groups work, you would know exactly what is wrong with that model, and why all the faces are meshing together and turning it into a blobby mess.


Now, I've given you the resources to help you understand how smoothing groups work, which should be more than enough to help you resolve this, so why don't you stop yelling at me about how I'm wrong and insulting you, starting lawsuits, and whatever else you're going to bring up in your posts, and fix your model instead!
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
pls read this and then lets read your reply again.


You find it hard to believe that I am experience user, so your calling me a liar?
You assume and draw conclusion without asking. (this is how people get in lawsuits)
You find my model to look like a giant blobby mess? Nice great feedback.
Ahh and the sarcastic question at the end. Finishing off with a nice and warm-full "don't they?" (you really should have used caps on this one)

If an admin reads this pls delete al the posts related to this discussion and Selentic if you keep posting sarcastic comments pls don't post here anymore.

:facepalm:
WOW. Not trying to post excessively but seriously. Please, read through this thread from top to bottom. And if you don't understand, please look over it again.
 
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