Model Simple Wooden Fences

Discussion in 'Models & Textures' started by EArkham, Jul 25, 2015.

  1. EArkham

    aa EArkham Necromancer

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    Simple Wooden Fences

    Set of simple wooden fences as requested by willbanks.

    All use a single texture (1024x1024). Feel free to downscale this to 512x512 if you wish. Accurate collision (eg, can shoot between the planks; note this for the purpose of using block bullets/playerclip/etc).

    Instructions:
    Unzip this archive into your \Steam\steamapps\common\Team Fortress 2\tf\custom\ folder.

    You will have to restart Hammer. Search for 'props_fences'.


    Includes:

    earkham_fences\materials\models\props_fences\wood_fence001.vmt
    earkham_fences\materials\models\props_fences\wood_fence001.vtf

    earkham_fences\models\props_fences\fence001.mdl
    earkham_fences\models\props_fences\fence001b.mdl
    earkham_fences\models\props_fences\fence002.mdl
    earkham_fences\models\props_fences\fence002b.mdl
    earkham_fences\models\props_fences\fence003.mdl
    earkham_fences\models\props_fences\fence_endpost001.mdl

    Please do not redistribute except when used and packed into a custom map! :)

    Enjoy as you would any haphazard structure slapped together of old wood and nails!
     
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  2. MaccyF

    aa MaccyF Notoriously Unreliable

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    Could you post a wire-frame please? I want to see how you did the little split on the side of that plank :)

    (My topology is always atrocious)
     
  3. EArkham

    aa EArkham Necromancer

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    [​IMG]

    Actually could have simplified that by merging the vertexes on the opposite side down to the bottom and top of the plank (like I did on the one right next to it). I missed that, would only save about 8 triangles though so not worried too much about it.
     
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  4. MaccyF

    aa MaccyF Notoriously Unreliable

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  5. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    The naming convention of these fences is kinda butts.
    001, 001b, 002, 002b, 003 and _endpost001
    I would have done it the way that valve did it with the medieval walls, which is
    _128, _256 and _end
    So that would mean, remove the fences that have 2 endpieces and set all origins to the endpiece that is left. The naming would be something like
    _128a, _128b, _256 _end
    If you dont like this idea, at least remember this: If you make a B labeled version of something than least have an A labeled version as well.
    Oh and what I just noticed; why the heck is the 256 variant literally just the two 128 variants? One can just use the two and get the exact same result. If your concern is AO baking, don't worry. Nobody notices.

    And aren't VMTs for models supposed to have $model 1 in them?
     
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