Plan for Ben "Djaggernaut" Chavigner
by Ben "Djaggernaut" Chavigner · 04/21/2005 (4:32 am) · 11 comments
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...
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...
#2
04/21/2005 (8:09 am)
Why not just break up each individual leaf branch into its own object node and SORT:: from there?
#3
04/21/2005 (10:59 am)
#4
The site is very cool. Good luck with your enterprise. :)
04/21/2005 (12:10 pm)
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. :)
#5
04/21/2005 (12:31 pm)
j'ai les m
#6
04/21/2005 (1:47 pm)
really nice job on the weapon pack they all look great.
#7
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
04/21/2005 (1:56 pm)
make 2 objects 1 trunk 1 leavesmake 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
#8
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! ;)
04/21/2005 (3:51 pm)
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! ;)
#9
04/21/2005 (4:05 pm)
Yeah those weapons look fabolous.
#10
04/21/2005 (6:40 pm)
Ben! these look great, they have a lovely subtle WoW influence to them. Really great for games.
#11
04/22/2005 (2:01 am)
Ben let's release this rat today :) Check the ftp ;) 
Torque 3D Owner Adam
Adam deGrandis
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! :)