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Attention:
COL Discussion Making things solid
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Ryan_  |
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Ryan_

Group: Members
Joined: Sep 6, 2002


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Well, It has been said enought times and I'm sorry it took me so long to attempt it but, I was thinking it would be better if we just edit the original col files. Basically all we need is the original cols with proper roofs and some backings to some buildings. There are also parts of the ground that need colfiles (in the middle of a model where you could not get in gta3.
I think I was misleading with my thoughts on high detail col files, when i speak fo detail, I mean about the roof/balconies/overhangs ect, which when I learn, will be a very easy thing to do. When we decimate the dff models, the decimation software is trying to keep a good appearance of the model to the game world, but that is not what we need. No matter what decimation software we use, the polycount of the colfile is too high. Some of gta3's colfiles have 0 faces. How was that done? I think I really need to get a good understanding of the faces/polys/triangles/vert's ect. Anyways, that is where I'm at. Any advice or helpful info? Thanks
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Ryan_  |
Posted: Saturday, Mar 26 2005, 01:32
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Ryan_

Group: Members
Joined: Sep 6, 2002


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I am just ahead of you Charles, I think I found a great solution. It involves us editing the original dff. I can't believe I didn't think of this before! First you import the dff into 3DS Max, then you export as 3ds. Next you boot up (And here's the kicker) Sketchup!. That's right, I said Sketchup! It is sooooo easy to edit the 3ds file in Sketchup to contain the least amount of polys with near perfect model structure, then export as 3ds. Next you boot back up 3DS Max, load your tricked out 3ds file, decimate what you can, and export that baby as col. For instance, after decimating the original iten_singbuild02.dff with Polycruncher I was able to get to 215 with minor missing faces. But when I decimate my edited 3ds file (which is 214 lol) from Sketchup, I can get to 117 with near perfect accuracy (edited out polys from a balcony Fido couldn't even fit in). Not to say that as I get better, that number drop even more. Incase I didn't mention it before, I am using the PolyCruncher script for 3DS Max 6/7 for my decimation.
I was wondering, are there any models in particular that are in need of a col update ASAP? I mean, are there any that the team needs or would like first?
There are some buildings already in LC that don't even need a col fix, I was hoping everyone could pitch in and mention the ones they feel DO need a col fix. That way we will be able to get the more noticable cols fixed first instead of inevitably(sp) spending time with less necessary models while doing them in alphabetical order per colfile (Archive).
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charlesbesso  |
Posted: Saturday, Mar 26 2005, 07:12
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Player Hater

Group: Members
Joined: Feb 14, 2005

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yeah I think I have a .net passport if I can remember the password, but I'm drinkin beers and watching tv right now.
I have to make a post so I'll get at you later.
- update
I think we have a serious problem here. ok there may be models with varies roof heights in the number of hundreds using LOD modules with zero faces and zero vertices, they're perfect for square or rectanguler builds but when the roof is supposed to have varies heights it has one plane of height. I don't think the engine can handle that many non LODS intheir place with full detail, unless we can find a very skilled model that can very very low poly models by their pure skill it'll make the game crash. the only other thing that could be done about this is getting a polygon decimator, but they're professioanl software and cost professional level prices $5 in this instance, my hope is some where out there is an open source or bsd style license for a program like that. sp anyone that might know where we can find that post here on the forum.
This post has been edited by charlesbesso on Saturday, Mar 26 2005, 07:19
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Ryan_  |
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Ryan_

Group: Members
Joined: Sep 6, 2002


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"But if you guys would rather import and export using three different porgrams, whatever, see if I try to help you again."
Whoa man, don't you think that's a little bit harsh? All we are trying to do is help out a little. I think it is rather obvious that neither of us has any prior skill in 3d modeling, and personally, whenever I start up ZModeler I get an instant headache. I can't work with it at all. And I am only using 2 programs to complete the process, 3DS Max 7 and Sketchup. So it's not so bad of an issue. And all I really use Max for is to import/export. Don't think in any way that I was ignoring you or your input, It's just ZMod is an eyestrain for me. Trust me, your input is very much appreciated. Sorry for any misunderstanding on the issue.
On another note, I have perfected my method of creating low poly colfiles. All tests have been great success's and I am currently doing random buildings until requests start to pop up, so......
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Ryan_  |
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Ryan_

Group: Members
Joined: Sep 6, 2002


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well, i think, if i have to add 25 faces to a colfile in order to be able to access its roof then so be it. Why dont you go drive around the airport, i think there are more original polys in that area then anywhaer else (there are models with over 1000 polys.
Sorry again, ZMod doesnt actually hurt my eyes, it was an expression, i meant i just cant figure it out. All I have to do is import the dff and col into max, export both as dxf, then i import both to sketchup and edit. now how difficult is that? Did I meation that I did take the advice of editing the original col file? Im sorry if I had not, it really does make the difference. LOL, right now, I can actually reduce the number of original faces on the col and very much increase the accuracy of the file as well. example: iten_block01(original faces 127)(now 63). Thats pretty good don't you think?
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