Model Mirrored boulder models!

Furex

L4: Comfortable Member
May 30, 2009
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I need mirrored versions of a couple of the boulder models to fit a new project of mine, when I copy-paste, flip-vertically for perfect symmetry the boulders not flipping right :facepalm:

Think it will be easy to mirror them for someone who knows what they are doing!

The models I need are:
models/props_coalmines/boulder5_large.mdl
models/props_coalmines/boulder6_huge.mdl
models/props_coalmines/boulder6_large.mdl

Thanks alot!! :thumbup1:
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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I may give it a shot tomorrow, not promising anything though.
 

EArkham

Necromancer
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Aug 14, 2009
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I was playing around with this earlier today in fact, but was planning on doing the entire series (boulders 1-7). I've got 5 & 6 already done if you don't want to wait.

Kep
 

EArkham

Necromancer
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Aug 14, 2009
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Yeah, that should be simple. Only issue I have with it is that there's potential conflict for mappers using the same model but different skins. Like if Mapper Joe makes skin B == alpine while Mapper Rob makes skin B == radioactive ice cream desert.

If someone wants to make the texture variants, I'll include them with the mirrored versions tho. Or I could compile, then pass them off to someone else to add the extra skins. Alpine, snowy alpine, badlands desert, and maybe swamp wall? :)

Kep
 

Boylee

pew pew pew
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Apr 29, 2008
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Been thinking about this for a while, would be really nice to have a full set of all the stock rocks each with all available textures and each with a mirrored counterpart. Unfortunately I don't have the time to do all the textures at the minute.

If you add the skin slots and release the model I can try and work my way through texturing them all I guess, it just might be a while until they're all done.
 

EArkham

Necromancer
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Aug 14, 2009
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No prob, I'll just put something in the readme that you're working on the skins. I'm not sure I'll have time to recompile the originals until after artpass, but we can do that for a later project (mirrored and original use the same texture anyway). Meanwhile we can do only the mirrored ones for now.

How many slots do you want for skins? Will 5 be enough? Bear in mind that these have a texture, a texture without normals, and a desaturated texture as skins 0-2 already simply by copying what the originals use.

Kep
 

Boylee

pew pew pew
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Apr 29, 2008
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Oh man the normals make it difficult. I'd say go with, uh, 10? That should cover the originals plus 3 extra textures with and without normals, and one texture without a normal variant (snow alpine would be that one I guess).

Does that sound about right? I would check the number of skins on the standard rock models but my computer has died and I'm posting from the wife's Mac. :/
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Yeah, that should be simple. Only issue I have with it is that there's potential conflict for mappers using the same model but different skins. Like if Mapper Joe makes skin B == alpine while Mapper Rob makes skin B == radioactive ice cream desert.
I just want to point out that this isn't a problem, since all content would be packed in the BSP and override anything that was previously loaded for the model. A problem would only occur IF a map using them got picked up by valve resulting in a skin in the cache. But if that ever did happen one could easily recompile a separate one to ship with that.

Another note, about doing all the rocks in all the colors... It's a nice idea but a lot of the rocks are so vastly different in styling that merely making the textures match up will still result in them looking mismatched.
 

EArkham

Necromancer
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Aug 14, 2009
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Huh. I thought local content took priority over packed?

The models styles will be different, but I think having more options will only be of use to mappers. Personally I'd rather use these higher detailed ones than the old ones which are pretty much everywhere anyway... the lack of skins makes that hard to get a lot of use out of 'em tho.

Using this path for the extra skins: models/boylee/props_coalmine/[boulder name]a.vmt (with [boulder name]b, [boulder name]c, etc). Lemme know if you want it otherwise.

I'll be out for most of today, but should get the rest done later tonight.

Kep
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
I was playing around with this earlier today in fact, but was planning on doing the entire series (boulders 1-7). I've got 5 & 6 already done if you don't want to wait.

Kep

Would be great if you could release 5 & 6, or wait if the pack isnt far away ;)

Thanks alot mate!
 

EArkham

Necromancer
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Aug 14, 2009
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Sorry, was a bit late getting into the swing of things last night, but they're all done as of now. Tested in Hammer, checked the collision models in HLMV. Should be good to go.

screenshot_boulders_8WG.jpg


Download linky linkage

Each has slots for additional skins, but skins are NOT included in this archive. If you wish to use these extra slots,
place the skins in materials/models/props_coalmine and name them thusly:

boulder1_mirrored_a.vmt
boulder1_mirrored_b.vmt
boulder1_mirrored_c.vmt
boulder1_mirrored_d.vmt
boulder1_mirrored_e.vmt
boulder1_mirrored_f.vmt
boulder1_mirrored_g.vmt

Also note that boulder3 uses boulder2's textures. You will ONLY need to create a custom skin for boulder2 and boulder3 should automatically be textured identically. This is the way Valve did their versions, so I kept the convention for the mirrored ones.

Kep