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Plan for Ben "Djaggernaut" Chavigner

Plan for Ben "Djaggernaut" Chavigner
Name:Ben -Djaggernaut- Chavigner
Date Posted:Apr 21, 2005
Rating:Not Rated
Public:YES
Comments:YES
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Profile Page:View profile page for Ben -Djaggernaut- Chavigner

Blog post
Update on Tridinaut website, RTS Tree pack for free.
First, medieval weapons pack is finished. We are in the very end of packaging everything. (terribly long).

You can see the site and its latest stuff there:
www.tridinaut.com



Also I'm working on a RTS tree pack for free. There is 5 trees with some extra skins. It will be available on Tridinaut.
Check the video to see them.

Btw, I'm searching someone to help me export them to dts.
I have this bug:


I didn't found a way to have it working, also polycount is strange (may be an hint for that bug?) normally it's 100 polys.
SORT:: algorythm didn't work (bad boy) so I'm stuck...

Recent Blog Posts
List:07/09/07 - GarageGames Internship
05/10/06 - Graphist seeking work and one free texture :)
04/17/06 - Bounty and stuff..
02/14/06 - Art in videogame
10/24/05 - Plan for Ben "Djaggernaut" Chavigner
08/02/05 - Plan for Ben "Djaggernaut" Chavigner
07/12/05 - Plan for Ben "Djaggernaut" Chavigner
05/12/05 - Plan for Ben "Djaggernaut" Chavigner

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Adam deGrandis   (Apr 21, 2005 at 11:52 GMT)
How is the shape hierarchy set up? I ask because it can make all the difference with leaves.

Try setting it up like this (if its not already):

Trunk
|
Leaf plane on top
|
Leaf plane in middle
|
Leaf plane on bottom

You can use this for a work around for sort. The only downside is that if you move the camera down to ground level and look up at the trees, the leaves will be rendering incorrectly. Since most of the game (I assume) isnt going to be from ground level, though, its really not too big a problem.

Anyway, nice site... really good work! :)

Logan Foster   (Apr 21, 2005 at 15:09 GMT)
Why not just break up each individual leaf branch into its own object node and SORT:: from there?

Anton Bursch   (Apr 21, 2005 at 17:59 GMT)

Edited on May 21, 2005 06:17 GMT

Jeff Gran   (Apr 21, 2005 at 19:10 GMT)
I think Adam is right, you can just organize the hierarchy correctly to fix this problem. And if you do that, you shouldn't need to use the SORT object anyway. The reason your poly-counts are getting so high is that SORT works by splitting up any intersecting polygons, so that there is always an absolute order of which polys get rendered in which order.


The site is very cool. Good luck with your enterprise. :)

Canon   (Apr 21, 2005 at 19:31 GMT)
j'ai les m

Clint S. Brewer   (Apr 21, 2005 at 20:47 GMT)
really nice job on the weapon pack they all look great.

Pascal Bos   (Apr 21, 2005 at 20:56 GMT)
make 2 objects 1 trunk 1 leaves
make 2 materials both using same texture
asign each object with one material
attach object 1 to object 2 keep material ID
you now manually sorted this log
done

Ben -Djaggernaut- Chavigner   (Apr 21, 2005 at 22:51 GMT)
Thanks for the comments.
I already have something looking better (with the problem you mentionned Adam).

@Pascalito: I need to try that, it looks easier and without the need of SORT (wich add poly if I understand well Jeff)

@Anton: no problem dude, just send us a mail whenever you're interested ;) You can also buy Medieval weapon for your Innertubing Arena mod! ;)

Stefan Lundmark   (Apr 21, 2005 at 23:05 GMT)
Yeah those weapons look fabolous.

Dan MacDonald   (Apr 22, 2005 at 01:40 GMT)
Ben! these look great, they have a lovely subtle WoW influence to them. Really great for games.

Nermin Maximo   (Apr 22, 2005 at 09:01 GMT)
Ben let's release this rat today :) Check the ftp ;)

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