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Posted: Mon Dec 05, 2005 11:31 am
by DDL
It does apply the object texture onto the fragments, though. Sometimes this works, sometimes...not so much (try breaking up a hanging pig carcass).

Posted: Mon Dec 05, 2005 11:29 pm
by Red
Yeah, I went into the game and tried it with various objects around UNATCO HQ -- including the potplant in question. Whilst the fragment models stay essentially the same -- depending on the materials, as has been said -- the textures DO NOT. Each model has an individually textured fragment. I've tried it with various potplants, and the textures on the fragments reflect the original texture of the pre-destroyed model. So, in short, yeah. What the dude above said. :P

Posted: Sat Dec 10, 2005 11:35 pm
by DaveW
I think it uses random parts of the texture, from what I've seen. Because you somtimes see black parts on it.

Posted: Tue Dec 20, 2005 10:34 pm
by evil_leprechaun
i was looking at the mesh viewer in UnrealEd and saw that there are 3 models for metal, wood, etc. so if there are only three textures, i dunno.... :?

Posted: Wed Dec 21, 2005 9:35 am
by Jonas
What? I'm not sure you get it. In the class of an item, you specify which fragment model it should use. Then when you break the item, the texture from it will be transferred to the fragments.

Posted: Thu Dec 22, 2005 3:48 pm
by evil_leprechaun
ah, i see, i wasnt sure bout the textures u see. Nice one, thanks Jonas ;)

Posted: Thu Jan 26, 2006 1:23 am
by lofaesofa
I'm putting the finishing touches to the UV maps of Pan1, Pan4, Plant1, Pot1, Pot2 and WHRedflowers.

JayJay already finished the texture for Pan1 tonight.

Here is a screenshot for you all:
Image[/url]

Posted: Thu Jan 26, 2006 3:19 am
by Master_Kale
Nice, but is that as round as the pans will get? Were the pans remodelled? I'm not sure :?

Posted: Thu Jan 26, 2006 11:51 am
by lofaesofa
It has three extra slices compared to the original. I could up it to 16 slices and it should still stya it under 200 polys. What do you guys think?

Posted: Thu Jan 26, 2006 12:01 pm
by metche_steele
I recon you should go for it Lofa - I mean we shouldnt by shy with the ploys and so long as its still at a reasonable amount then why not max it out?

Im worried we'll get so far then turn around and think - "Hey, damn, maybe we shoiuld have injected more ploys into x y and z."

Anyways - please keep the current .3ds just in case.

Posted: Thu Jan 26, 2006 1:06 pm
by JayJay
Yeah, go for it Lofa, it makes sense. I got no problem redoing the texture if need be ;)

Posted: Thu Jan 26, 2006 4:27 pm
by justanotherfan
I like the scratched bottom of the pan, much more realistic. The underside is cool too, though I haven't seen a pan that looks quite like it. It does look like a baking tin though with the sides, fully round is ideal. If my computer hardware can't take it now, it will in the future. I can lower the resolution now, but no amount of FSAA will make the pan round later.

Posted: Thu Jan 26, 2006 8:32 pm
by Rick-sama
I've never seen a pan that had angular sides.
I say, you should make it completely round.
It's more realistic that way.

"In the future... all pans are square..." :lol:

Posted: Thu Jan 26, 2006 8:56 pm
by lofaesofa
Better?

This version is 160 polys. I can easily up that value with more slices, but I don't really think it would be worth the resources.

Image

Posted: Thu Jan 26, 2006 8:58 pm
by Jonas
Completely round you say. That would be, what? A billion polygons? A trillion? Oh, I guess it'd be an infinite amount of polygons, wouldn't it? Although you'd probably only need a couple tens of thousands to make it look round. Still quite a bit more than DX can handle, methinks. Especially for something as insignificant as a frying pan ;)