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Re: Breldur, my new age
Posted: Mon Mar 23, 2009 2:44 pm
by Jojon
Off tangent, but 625 faces just for the frond of one palmtree and it can be reduced no more? I (who probably go too far with the detail-butchering) am imagining something like six triangles per branch, which would allow for 100 branches with that budget. You have a great track record, but still; are you sure that you are approaching this with a low-poly-it's-ok-if-it-looks-kinda-sucky mindset? :7
Not that I believe this should tax tax either Plasma or pyprp on half-new hardware.
Re: Breldur, my new age
Posted: Mon Mar 23, 2009 3:56 pm
by Jonnee
After rework the leafs of a palm now have 256 faces. Formerly it have been 704 faces.
256 is really the less that I can accept for a good design and look.
Re: Breldur, my new age
Posted: Tue Mar 24, 2009 5:07 am
by Jonnee
So... Just want to repeat my question:
Jonnee wrote:Can I export the pages separately? Maybe page 0, 1, and 2 together - and afterthat page 3 for itself. This would not overload my memory. Is it possible to join different exported pages to an complete age at the end?
Re: Breldur, my new age
Posted: Tue Mar 24, 2009 7:08 am
by diafero
GPNMilano answered to this... it *does* make sense to just remove the other pages from the book.txt. Before exporting, copy the age file of your age to a safe place like your Desktop. Then export page 3 only, removing the other lines from the book file. The other pages will not be removed then, the previously exported prp files still exist. Just copy the age file back, which tells Uru which pages to load for this age - and since it still contains references to all of your pages, Uru will load all of them. Btw, are there 3 or 4 pages now - with the IDs starting at 0 and you sometimes referring to the 3rd page (which would have ID 2) and sometimes to a page with ID 3, I get confused

Re: Breldur, my new age
Posted: Tue Mar 24, 2009 9:18 am
by Jonnee
Mag sein, aber erst bei dir habe ich es kapiert.

Ich probiere es mal aus.
There are 4 pages. 0, 1, 2 and page 3.
Re: Breldur, my new age
Posted: Tue Mar 24, 2009 11:05 am
by Marcello
I have a book here by Luke Ahearn who has modelled for many games and he has a chapter on vegitation. One palm leave has no more than 6 maybe 8 faces on his models. It's the alpha texture that makes it look cool. His trunks too don't have more than 32 faces to it (like 4 levels and 8 faces round).
I'm 100% sure your age will still look amazing with those numbers!!! Your textures by themselves are great!!! Really you'll still amaze us

Re: Breldur, my new age
Posted: Tue Mar 24, 2009 11:53 am
by Jonnee
Thank you very much for this compliment. */me hugs Marcello*
I really spend alot of time in modelling and texturing. And I like to try things. It takes time till I'm be comfortable with my own creation.
Finally I could export everything!! *yeah!!*
Now I know that I have to copy the .age file. That was my mistake. And objects that have a lightgroup have to be on the same page as their lights are.
I breathe a sigh of relief. The age creation can be continued.

(for now)
Thanks to everybody who gave me an advise.
Re: Breldur, my new age
Posted: Tue Mar 24, 2009 2:16 pm
by Marcello
My pleasure

I hope the tips on reducing the number of faces on your trees enables you to add more interesting stuff to your age.
Re: Breldur, my new age
Posted: Wed Mar 25, 2009 1:14 am
by Jonnee
So, here is a new screenshot with the new palms.
But I have to correct myself. I think that objects that have a lightgroup don't have to be just on the same page as their lamps.
Do they all must be at page 0??
I put the fence because of its high amount of faces to page 2. Then I've tried different things, but always happend the same result:
- At first the fence did not have a lightgroup. I thought all lamps of the age should influence it. But all lamps are at page 0.
After exporting the fence was as dark as you can see on the screenshot. But in real it should be much brighter, because the textures are bright (white and not grey, sand coloured and not like cough for example).
- Ok, next try: I put a lightgroup to page 2 and influenced the materials of the fence by the lamp. Same result, the fence still looks odd. But the avatar got influenced by this lightgroup on page 2 too. Now he looked odd too.
- Next try: I deleted the lightgroup on page 2 and changed all materials of the fence to shadeless, not appending any lamps... I thought if no lamps influence the materials they should get displayed as the real .jpg file looks like. Forget it! The fence still looks grey.
Once again I have to ask you for an advise: What can I do to make the fence looking as bright as it should be?
Definitely I can't put it to page 0. The fence must stay on page 2 for now because of the high amount of its single objects and faces.
And I've already set the "vertex color" of all objects to white.
Any ideas?

- Breldur03
- Breldur03.jpg (66.18 KiB) Viewed 5305 times
Re: Breldur, my new age
Posted: Wed Mar 25, 2009 2:14 am
by boblishman
...make sure that the Amb slider (that controls the amount of ambient light a material receives) is set to 1 (maximum)

- ambient.jpg (31.62 KiB) Viewed 5285 times
... the default is 0.5 as shown above.
Also, make sure that your material colour is white and that the fence's material is Shadless ...

- material.jpg (27.58 KiB) Viewed 5284 times
this way, the object will not be affected by any lights and the colour of the object will be the same as the original texture file.
You can then make the object appear more "solid" (and to
appear to be affected by specific light sources) ... by vertex painting the model