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[question] How to set up a metal fence model [Archive] - TF2Maps.net Forums

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Arhurt
05-07-2008, 08:23 AM
Hi there.

First off, let me tell you what I'm basing my model on: SECURITY_FENCE_SECTION01.MDL

Here is my modelled fence section:

http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/2side1.jpg

The first problem that I have is the back-side of the fence not showing up because it's a simple polygon (as in a plane) and I can't find a way to set my texture to be double-sided.

http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/2side2.jpg

Secondly, when I shoot at the fence, it makes nasty metal bullet holes where the shots should be passing it. I've looked into the valve wiki and found this (http://developer.valvesoftware.com/wiki/%24contents): $contents QC command line that I can use to set it as a "grate", but I can't get it to work.

I've looked at SECURITY_FENCE_SECTION01.MDL on the model viwer and apparently it uses two different materials, one texture for the metal and another for the fence itself, and there might lie the solution to my problems. But how do I work with more than one material in a model? I've heard of it but found no tutorial or detailed explanation.

Thanks a lot!

AWESOME-O
05-07-2008, 08:34 AM
to those nasty bullet holes problem, i don't think you can do much about it, because when i hit the ground with my friking ubersaw it makes an gay bullet hole 2, i think thats just the game. but for the rest, i wont know.

Snipergen
05-07-2008, 11:03 AM
What modeling program do you use?

Decompile a valve model to have a look at the .qc and the texture maps. (and/or alpha maps)

Btw nice model!

Arhurt
05-07-2008, 10:21 PM
Thanks a lot!

I have figured out a way to keep the bullet holes from appearing, just add "$nodecal" "1"
to the vmt.

Some suggestions I got are to use "$nocull" 1 or to duplicate the plane polys and invert their normals, but both might hit my performance when I start scattering these fence sections around the map.

I would like to know how I can set up two different materials for this model, so I can have just the fence sections as "$nocull" 1, and not the entire model.

Arhurt
05-08-2008, 10:33 AM
Ended up duplicating the polygons and inverting the normals. Did the trick!

http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/ctf_aerospace_030005.jpg

http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/ctf_aerospace_030004.jpg

drpepper
05-08-2008, 10:41 AM
looks good!

what modeling program are you using?

Arhurt
05-08-2008, 10:46 AM
Hey so sorry! I'm late for work but excited that I got it working and forgot to answer for the replies!

I use 3Ds Max 9.

I'm going to post my map on the [WiP] section here later this week, ctf_Aerospace. If you want to take a peek at it check This Link (http://www.leveldesign.com.br/forum/viewtopic.php?f=5&t=642&st=0&sk=t&sd=a) (warning: you won't understand a word). Be sure to click on the second page to check the latest images.

GarbageMan
05-08-2008, 11:35 AM
wow, looks like this will be a really great map if you can realize everything that's in those sketches.

Arhurt
05-08-2008, 02:35 PM
Hey thanks!

I`ll post my map in the wip section later when I get back home.

And belive me I`m gonna get everything in those done. I have prowess!