Author Topic: Fixed collision meshes  (Read 3928 times)

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Offline DaveUKR

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Re: Fixed collision meshes
« Reply #45 on: August 09, 2012, 03:33:23 pm »
+1
I'm postin editing pics. Will post original only if they're so horrible that they should be shown :D These screenshots are from edited, but not optimized collision meshes.

xtree_meshes_b.brf

bo_tree_9_a
(click to show/hide)

bo_tree_10_a
(click to show/hide)

bo_tree_12_a
(click to show/hide)

bo_tree_12_b
(click to show/hide)

bo_tree_12_c
(click to show/hide)

Name:
Original
Edited
Optimized
bo_tree_11_a
40
10
-
bo_tree_9_a
40
30
-
bo_tree_10_a
120
28
-
bo_tree_12_a
280
79
60
bo_tree_12_b
200
57
40
bo_tree_12_c
200
42
37


Optimizing them currently.
« Last Edit: August 09, 2012, 04:13:29 pm by DaveUKR »

Offline Casimir

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Re: Fixed collision meshes
« Reply #46 on: August 09, 2012, 04:16:34 pm »
0
Nice work!
Turtles

Offline DaveUKR

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Re: Fixed collision meshes
« Reply #47 on: August 09, 2012, 04:49:13 pm »
+1
Added rocks
bo_rock_e
(click to show/hide)

bo_rock_h
(click to show/hide)

bo_rock_e   
50 -> 39
   
bo_rock_h   
24  -> 22

Offline Son Of Odin

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Re: Fixed collision meshes
« Reply #48 on: August 09, 2012, 04:55:54 pm »
0
A for APPROVED! Good work Dave! Keep it up. If you can be arsed, make couple new maps as well where cav won't ride into invisible walls and so on :). You got some useful skills.

EDIT: I also +1 every single one of your posts in this thread.

Others should do the same if they think Dave is
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« Last Edit: August 09, 2012, 05:16:28 pm by Son Of Odin »
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Re: Fixed collision meshes
« Reply #49 on: August 09, 2012, 09:37:29 pm »
+1
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Omfg, lol :D
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Re: Fixed collision meshes
« Reply #50 on: August 09, 2012, 10:02:56 pm »
0
Hahahaha, man some of these originals are just pitiful. Keep up the good work Dave.
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Offline Youhou

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Re: Fixed collision meshes
« Reply #51 on: August 10, 2012, 10:49:46 am »
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Nice work but why arent the original models triangulated? (not like it matters, just looks weird) Also some of the new ones looks really messy, I think the polycount could be reduced much more
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Offline DaveUKR

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Re: Fixed collision meshes
« Reply #52 on: August 10, 2012, 11:39:26 am »
+1
Nice work but why arent the original models triangulated? (not like it matters, just looks weird) Also some of the new ones looks really messy, I think the polycount could be reduced much more

screenshots of some new meshes are screenshots of edited, but not optimized. So the amount of polygons is reduced. Which new look messy? Original models are triangulated, only a few of them are made using cylinders (capsules)
« Last Edit: August 10, 2012, 11:45:36 am by DaveUKR »

Offline Youhou

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Re: Fixed collision meshes
« Reply #53 on: August 10, 2012, 11:46:37 am »
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Tree 12 a. I think some of the messiness comes from that you show entire wireframe. I haven't really looked others cause I'm usin my phone
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Offline DaveUKR

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Re: Fixed collision meshes
« Reply #54 on: August 10, 2012, 12:09:25 pm »
+1
Tree 12 a. I think some of the messiness comes from that you show entire wireframe. I haven't really looked others cause I'm usin my phone

That's the screenshot of not optimized mesh. The optimized mesh has 19 less faces.

(click to show/hide)

Offline Ozin

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Re: Fixed collision meshes
« Reply #55 on: August 10, 2012, 12:37:52 pm »
+8
Outstanding work Dave. I'll add them in a couple of days.

Offline Youhou

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Re: Fixed collision meshes
« Reply #56 on: August 10, 2012, 03:46:01 pm »
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That's the screenshot of not optimized mesh. The optimized mesh has 19 less faces.

(click to show/hide)

That looks nice! Yup it was the full wire frame that made it look weird
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Offline Bulzur

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Re: Fixed collision meshes
« Reply #57 on: August 10, 2012, 04:18:57 pm »
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Very nice optimized mesh.

Will really feel more realistic now. It was always so dull, being really "into it", then crossing an arrow sticking 20cm from a tree, and thinking "oh right...".

Thanks for your work.
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Offline DaveUKR

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Re: Fixed collision meshes
« Reply #58 on: August 10, 2012, 09:05:07 pm »
+1
Outstanding work Dave. I'll add them in a couple of days.

still needs some testing and need also some feedback of players for other objects which cause problems.

Offline Elindor

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Re: Fixed collision meshes
« Reply #59 on: August 10, 2012, 10:00:28 pm »
+1
Good stuff....makes me scared to see just how bad the collision meshes around weapons and people are.  People always complain about "ghost reach" and now im really scared! :)
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