I think we need trees and func_door_rotating

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I think we need trees and func_door_rotating

Postby A8hm » Fri Oct 19, 2007 12:09 pm

I think Nexuiz needs to come with tree models. You cannot really create trees that look good in the editor so you must use a model. I have seen tree models in other extra maps but I think it would be good if trees came with Nexuiz because it is unknown how those other trees may be used by license.

If Nexuiz bundled high quality trees of various types and other plant life then this would increase the gamut of map types that could be created using nexuiz media without worrying about ambiguous copyrights on community created maps and models. We could have "lush" maps as other games do. Right now such maps are few and far between.

Func_door_rotating is needed as an engine improvement so we can have normal doors in some places and drawbridges and things like that which swing. There are some other functions that may be useful for some (like medeval maps) such as func_pendulum for various types of traps authors of those kinds of maps like to put in their maps.

It may also be nice to include fire in nexuiz so fireplaces and torches could be made. I think Toen had some somewhat primitive fire so if that map got into Nexuiz, and it is a very good map, we would have something more. Toen also had whimiscal models of torches and brasaiers. It also had organic undulating shaders. All these would be useful and wonderful to have in the release.

Other models which might be nice are skeletons in diffrent poses [straight, shackled with hands above head, impaled, etc), skulls, bones; ones that have no blood on them.
If need be there are probably some opensource projects which allready have made some of these.

It is good to make and bundle these things with this opensource game because it gives more material in the hands of mapmakers who build upon it.
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Postby ai » Fri Oct 19, 2007 2:41 pm

Well, I do agree that there should be more models for mappers. And as a test I did a tree here. Whether it'll work or not I do not know, it has 869 tris. There are many faces overlapping each other so I do not know if such things are allowed, or how it would actually look.

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Postby A8hm » Fri Oct 19, 2007 5:14 pm

ai wrote:Well, I do agree that there should be more models for mappers. And as a test I did a tree here. Whether it'll work or not I do not know, it has 869 tris. There are many faces overlapping each other so I do not know if such things are allowed, or how it would actually look.

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That isn't bad, can be used in courtyards once it has textures and leaves (and in snow situations without leaves). For forests I think tall trees are needed: dedicious, evergreen, etc along with plant life. The more experianced nexuiz modlers or mappers need to tell what is and isn't supported in modles (hidden verts etc ?).
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Postby ai » Sat Oct 20, 2007 9:29 pm

So people, how would you go about creating models for a mapping program such as GTKRadiant, or if there is some other way to include such models. :)
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Postby tZork » Sat Oct 20, 2007 10:36 pm

for radiant, just export em as a supported formant. usualy .md3 or .ase some others are supported as well, but i dont recal what ones right now. how to setup working tetxurepaths and sutch depends on yer exporter, poke me on irc if you need more info.

It could be implemented as a load-time feature too, but im not sure what the benefit, if any, would be. (q3map2 allready supports psudo-random placement/scaling/rotatinon of models over a surface.)
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