#21
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interesting gap between SK and the lake. is rathe mountains the right scale?
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#22
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doing gods work! Thanks for the seb pic
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#23
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Yes everything should be at the correct scale (or most of the zone lines wouldn't match up).
It's interesting how some zones have quite a bit of the connecting zone attached to it, like Nek/Lava for example. They obviously put some of the connecting zone there to give the illusion that the zones are connected when zoning, but some of it seems unnecessary. Lavastorm/Nektulos [You must be logged in to view images. Log in or Register.] Lavastorm Selected [You must be logged in to view images. Log in or Register.] Lavastorm moved up on the Z Axis [You must be logged in to view images. Log in or Register.] Also if I was to scale Rathe Mountains up you can see that the zone lines are out of scale. [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] You could scale the other zones but you would mostly just come back to where you started but with everything just bigger. | ||
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#24
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Guk?
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#25
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so gooood
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#26
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I'd love to see a server without zones (or, at least less).... Be funny watching people run for half an hour to avoid a train. =P
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#27
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Was looking into something briefly and realized the tool I slapped together has the winding order backwards for what Blender expects. Made a minor update to the export tool in case there is any desire to do the below.
In Blender there's a checkbox for backface culling under the "shadeless" option -- allows seeing the interiors of rooms in dungeons and such. Quick look at sleeper like that, with the final room prominent: [You must be logged in to view images. Log in or Register.] And just for fun, the same view with orthographic projection (no perspective, like an old isometric game) which can be toggled with numpad 5 or View > View Persp/Ortho from the lower menu bar. [You must be logged in to view images. Log in or Register.] | ||
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#29
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Quote:
[You must be logged in to view images. Log in or Register.] Here's the same view with Upper Guk highlighted. Interestingly, when viewed individually the guks seem to have a lot of random crap floating around in the middle of nowhere, but it turns out that most of those are actually leftover parts of the other Guk. If you look closely here you can see lots of random bits of Lower Guk highlighted, particularly in the upper part of the image right-of-center, and to the lower left of the Upper Guk entrance (where the red, green and blue arrows thingy is). [You must be logged in to view images. Log in or Register.] And an othrographic look at the same view which makes them even more prominent (along with the fact that I wasn't patient enough to line up the zonelines perfectly). [You must be logged in to view images. Log in or Register.] Random shot of the lower-ness of Lower Guk (highlighted). [You must be logged in to view images. Log in or Register.] It seems pretty certain that the Guks were originally modelled as one unit, then split apart at some point when they were too lazy to clean up all the separated bits and pieces. There is one exception, though: where Upper Guk has its entrance room, Lower Guk puts a GM room centered on 0, 0, 0 (precisely where the 3D arrows are centered). Upper [You must be logged in to view images. Log in or Register.] Lower [You must be logged in to view images. Log in or Register.] Too lazy to get a shot that gives a better look of Lower Guk. Seems making the whole Upper Guk model semi-transparent would be complicated in Blender. | |||
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