Oriental city model pack
by Dejan Cicic · in Jobs · 04/25/2008 (2:59 pm) · 28 replies
Dear Game developers,
we published new model pack - Middle east city model pack
32 oriental city models: 13 houses + 13 LOD versions, 2 low-poly buildings, palm tree model, power pole, street poles and garage models.
2 houses have interiors!
Textures up to 1024*1024 px size in BMP format (including height, spec and normalmaps), ready to use in your 3D work.
FIRST WEEK REBATE OFFER: 29.99€ ONLY - 40% off!!!
instead of 49.99€
More details on
WWW.DEXSOFT-GAMES.COM
we published new model pack - Middle east city model pack
32 oriental city models: 13 houses + 13 LOD versions, 2 low-poly buildings, palm tree model, power pole, street poles and garage models.
2 houses have interiors!
Textures up to 1024*1024 px size in BMP format (including height, spec and normalmaps), ready to use in your 3D work.
FIRST WEEK REBATE OFFER: 29.99€ ONLY - 40% off!!!
instead of 49.99€
More details on
WWW.DEXSOFT-GAMES.COM
#22
05/08/2008 (6:02 am)
Novack: you can easily make another lod stage but just deleting some cables and extra antenas on each house and jump would not be such big if you switch them ith onl yone polygon. Also you can hide switch by distance fog I think, very gentle fog.
#23
....
These do look awesome though, please let me know if anyone has been able to place them in game and how. Thanks
05/16/2008 (12:33 am)
Ok just bought it...but having trouble implementing them into my game. Just as I suspected it's problems with bounding boxes, I need to find a way to get these into .dif but when I export them with the Torque constructor and then when I load them into the game torque crashes :(....
These do look awesome though, please let me know if anyone has been able to place them in game and how. Thanks
#24
I know they took a lot of work to make but how do I get them into torque with shading and such?
-Can not export from Torque Constructor, they crash when I place them in game after exporting in various ways.
-Even the .dts models do not shade when I place them in the game, looks all shiney but doesn't shade.
Anyone who knows how to implement this please help.
Also hey your name is Srpski no? My wife is from Belgrade. Zdravo
-JP
05/16/2008 (12:53 am)
Hey Dejan, those look awesome. But am having major problems getting them implemented into Torque. Must know how to do it, feel very sad having just spent nearly $100 bucks. :(I know they took a lot of work to make but how do I get them into torque with shading and such?
-Can not export from Torque Constructor, they crash when I place them in game after exporting in various ways.
-Even the .dts models do not shade when I place them in the game, looks all shiney but doesn't shade.
Anyone who knows how to implement this please help.
Also hey your name is Srpski no? My wife is from Belgrade. Zdravo
-JP
#25
Shadows are not easy to setup in Torque. I am not a skilled Torque user. But I know that it can be made for static dts shapes with a datablock. And collision meshes can cast shadows.
Regards,
Frank
05/18/2008 (2:21 pm)
Jesse, I already sent you an email with 3 dts models including new collision geometry. I tested them and they work fine in TGE 1.5.2.Shadows are not easy to setup in Torque. I am not a skilled Torque user. But I know that it can be made for static dts shapes with a datablock. And collision meshes can cast shadows.
Regards,
Frank
#26
The LOD issue isn't such a big one (although the different versions really should be in the same DTS) but the lack of collisions makes them hard to see a use for. Using the low-poly model as a collision mesh isn't going to work well either, since they lack stairs, archways etc. What's really needed is a proper collision mesh that's not identical to either the high or low poly model.
I could go and do all this myself, maybe 10-20 hours work in 3dstudio, but that's really not what I expect when I buy a content pack.
08/12/2008 (8:33 am)
Just wondering if you guys plan to fix this pack, Frank? The LOD issue isn't such a big one (although the different versions really should be in the same DTS) but the lack of collisions makes them hard to see a use for. Using the low-poly model as a collision mesh isn't going to work well either, since they lack stairs, archways etc. What's really needed is a proper collision mesh that's not identical to either the high or low poly model.
I could go and do all this myself, maybe 10-20 hours work in 3dstudio, but that's really not what I expect when I buy a content pack.
#27
08/12/2008 (9:47 am)
I gotta know how to make it so the models are not shiny when imported into torque, the few that I am able to import all have a shimmery effect, very odd. Anyone heard of this?
#28
I have checked the website, and I am willing to buy some of your stuff.
I am specialy interested in he two industrial packs.
Do they come with normal maps, dffuse maps, etc?
Are they 100% compatible with TGEA?
Do they include colision meshes? If not, can you explain to me hoiw to add them?
Can I simply drop them at some game level, using TGEA's mission editor?
Are they already available as DIF's?
Thanks,
Rui
09/13/2008 (11:28 am)
Hello Dejan,I have checked the website, and I am willing to buy some of your stuff.
I am specialy interested in he two industrial packs.
Do they come with normal maps, dffuse maps, etc?
Are they 100% compatible with TGEA?
Do they include colision meshes? If not, can you explain to me hoiw to add them?
Can I simply drop them at some game level, using TGEA's mission editor?
Are they already available as DIF's?
Thanks,
Rui
Jondo
BrokeAss Games
house48
house16
house8
house2
Just thought I would throw that out here.
Jondo