Tuesday, May 01, 2007

Compiling Report II : This Time It's Personal

qsh_airducts
qsh_electricbox_fixed
qsh_metalbox
qsh_metalbox_med
qsh_metalbox_small
qsh_railings
qsh_woodenbox
qsh_woodenbox_small

Have the whole "large selection box" thing going on... usually caused by deleting a "scene" the model shared a max file with, and then exporting without resetting xforms and pivots and whatnot.
I'm not sure which of the following fixes it, as I tend to do all 3 before exporting... Daljit also did these to his models and they were all fine :
- Move to 0,0,0 in the scene
- Reset XForm
- Reset Pivot

---

qsh_airducts
qsh_electricbox_fixed
qsh_metalbox
qsh_metalbox_med
qsh_metalbox_small

Textures are not found. Either an error in the vmt, a non-uploaded texture or it has been unwrapped to the wrong file.
If it is QUICK AND SIMPLE I might get involved in the fixing of this problem, but lies will result in me never helping again.

---

qsh_pipes
qsh_surgery_cabinet
qsh_woodenbox_long
qsh_stairs_fixed*

THESE MODELS WORK. DO NOT TOUCH THEM OR THEIR TEXTURES EVER AGAIN.

---

qsh_woodenbox_med

Error Loading Model

---

Misc thoughts and comments :

Now that I can see the model, I notice qsh_railings is only a short distance long and has rounded off edges on either side... if there is time once everything else is finished, it would probably bump up the models usefulness if the rounded edges could be taken off and it could be made "tileable".

* - The texture on qsh_stairs_fixed seems to just be a single colour... I was going to list this under the texture errors before realising it'd be pinked if there was no texture... is the texture for the stairs just a plain light green ?


Also I would like to publicly voice my concern about the front area of the building. Just to quickly list what will be there...
Jake's Lobby : 15,000 polys
Attar's Stairs x2 : 7,500 polys each
Attar's Railings : 3,500 polys each

Also being rendered will be Daljit's walkways at 4,200 polys (Daljit, if you've got some spare time the walkways have the crazy selection box problem... they're already in the map with the box compensated for though, so it's not important), Tom's railings (don't know the poly count yet), various outside doors and windows and probably most of the main hallway, since there are no visibility blockers.
Thinking about it, the lack of vis blockers will probably result in the front area being rendered regardless of your location in the level. This area may slaughter any chances of the game running smoothly on the non-supermachines.


Jake : despite the huge poly count, all your textures and the SMD compiled fine.



But don't rest easy yet, though guys... I've spent all day compiling, checking and fixing models, but they've not gone into Hammer yet. They could all be totally out of scale.

Wouldn't that be funny ?



(Also I won't be in tomorrow... the cost is too great and I believe the "reward" will be too small.)

0 Comments:

Post a Comment

<< Home