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Author Topic: Modular Mesh Approach To OA Mapping  (Read 35490 times)
Joshua
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« Reply #25 on: August 27, 2011, 02:10:34 PM »

Quote from: Nubstrike
I'm kind of new with radiant, which format do you use for these meshes?

The meshes are .ASE format.
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Joshua
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« Reply #26 on: August 28, 2011, 10:04:42 PM »

Just a very small update(so you don't think I've forgotten):



Playing around with making alpha mapped fences. They are just a shader + simple patch mesh. I haven't had much time lately to work on the map.  Undecided
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Joshua
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« Reply #27 on: September 01, 2011, 10:59:25 PM »

Played around with multi-material meshes to see if I could package clip/hint hulls with the .ASE models. So far the results aren't quite what I was expecting. I have the multi-material part working just fine, but the player clips don't seem to function correctly(they don't draw, but they don't clip).  Undecided
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Neon_Knight
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« Reply #28 on: November 19, 2011, 09:20:51 PM »

It would be a great idea to create a real map with this method.
I was playing dm6ish and oa_dm6 today, and thought that a remake with this method would be a great idea.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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Joshua
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« Reply #29 on: November 23, 2011, 08:12:39 PM »

Thanks for the encouraging words. I'll give remaking a map some thought...
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Garux
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« Reply #30 on: February 10, 2015, 10:04:00 AM »

What are advantages of this method, considering, you can build in brush primitives mode (can rotate brushes w/o losing textures alignment)?
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fromhell
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« Reply #31 on: February 12, 2015, 09:34:03 AM »

Not being restricted to convex geometry is a nice plus.

I tried to make a meshy map once. oa_taku, which had a bunch of models around a rather concave furniture structures.  I still had to use brushes for mesh collision though.  I meshed a bunch of things such as screens, plushes, body pillows, curtains...
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
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« Reply #32 on: February 12, 2015, 10:32:21 AM »

We had this covered in the Mapping Manual

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Mapmodels

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Appendix_C:_Modelling_a_map
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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Garux
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« Reply #33 on: February 13, 2015, 02:55:43 AM »

Agreed on model's advantages.
May be this map wasn't a good example, since building the same from brushes seems to be more optimal.
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