heres this one put into a model. 420 triangles.
Attachment: Elev.obj (25k)
Texturing done. I changed the wheels a bit and defined smooth groups.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
really well done! it really fits into the graphics style of the other buildings.
heres the cabine. any suggestions? imo it looks a bit too simple.
Attachment: Cabine.obj (13k)
Make it more complicated then. I'd suggest removing that fence, the 90°-angles and the symmetry.
the rope is just deko, it will not be implemenzted into the model.
Now that Nachtfalter mentioned it, I think a pulley (n=1) would look very good. This involves updating the elevator model to have a hook somewhere at the top (plus adding a second LINE between elevator and cabine via script) and updating the cabin model to have a wheel connected to the top (see wikipedia for Flaschenzug or Pulley). May I suggest to have 4 ropes from each corner of the top connected below the wheel through a knot instead of a wooden structure? Don't forget that these four ropes need to be connected with the cabin as well.
Instead of the lever, I think a half-cylinder-shaped console in one corner of the cabin could look good. On which one can find 2 big levers (which should be visible as such from ingame view).
Instead of the lever, I think a half-cylinder-shaped console in one corner of the cabin could look good. On which one can find 2 big levers (which should be visible as such from ingame view).
newer version. the red rope is not includet, just to show how it would look like. the two places where the fences have been will be filled with a large polygon, which will (i hope so) have a texture which will show some planks, holding the handrail.
the ropes on the top gave the model a huge polyboost :S about 470 points and 330 polys now.
Newton: i failed to realized the controll-board with a half clinder in the corner, i hope you find it pretty how it is now.
i also got another suggestion for the elevator. attached it as a picture.
the ropes on the top gave the model a huge polyboost :S about 470 points and 330 polys now.
Newton: i failed to realized the controll-board with a half clinder in the corner, i hope you find it pretty how it is now.
i also got another suggestion for the elevator. attached it as a picture.
Model: Looks good, but keep in mind the actual display size of the cabin in the game - regarding the polycount and the visibility + size of details in the model. Some details are just too small to be seen in that size, some are too fine to look good. It is always good to orient the modelling on the actual size of which it will be displayed (3x times the old elevator case).
Your suggestion: In any case it requires models rendered at real time to fiddle around with the global Z-Buffer instead of just being rendered as one additional texture blitted on the whole thing.
Your suggestion: In any case it requires models rendered at real time to fiddle around with the global Z-Buffer instead of just being rendered as one additional texture blitted on the whole thing.
> Your suggestion: In any case it requires models rendered at real time to fiddle around with the global Z-Buffer instead of just being rendered as one additional texture blitted on the whole thing.
Not really, that can be accomplished by the tried and tested method of a TopFace. Okay, we don't have 3d TopFaces yet, but the principle stays the same.
And THAT would require to split up the model into two models only to achieve some pseudo-3D-effect as it was used before anyone had even the idea to make real time rendering possible.
Edit: Except if one could define a topface-plane on the z-axis (parallel to the x-y-plane) where everything in front of that is automatically rendered into a topface layer but I still don't like that idea of still using topface for these things. Plus, I don't think the implementation of that would be trivial.
Edit: Except if one could define a topface-plane on the z-axis (parallel to the x-y-plane) where everything in front of that is automatically rendered into a topface layer but I still don't like that idea of still using topface for these things. Plus, I don't think the implementation of that would be trivial.
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