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Desk chair (needs tagger/skinner!)

Posted: Sat Apr 02, 2005 3:52 pm
by machopenguin001
I just finished this semi crappy desk semi chair thingy for my map Brute Force (check it out! I just added the other gym, and a new room).

It is a scenery object and needs skinning and tagging. PM me if you want the model to tag. It was meant to be low poly, and done very quickly. I didn't bother with making th whole thing exactly like the real life ones, because that would take a long time, would be very diffacult, and I just don't want to.

Enjoy:

Image

Image

Image

My map:

http://www.halomods.com/forums/viewtopic.php?t=22892

Posted: Sat Apr 02, 2005 4:27 pm
by Waverunner
This would be simple to skin. Use any plain wood texture from google, and for the legs use a metal texture. For tags, follow a simple halo CE scenery creation tutorial.

I would recommend doing this by yourself, that way you learn a lot, and you dont have to give credit to anyone for helping you create it :)

Posted: Sat Apr 02, 2005 5:52 pm
by PDummy
this would be good if u know how to friggin model

lol

just messing round

nice model

Posted: Sat Apr 02, 2005 5:56 pm
by Waverunner
it doesn't look like it is sealed.... is it?

Posted: Sat Apr 02, 2005 6:01 pm
by Excal
It does looked sealed. From what I see. A shot from under the chair would help.

Posted: Sun Apr 03, 2005 3:49 am
by machopenguin001
It's sealed. I went a bit sketchy on the bars though. For example I didn't bother to delete the top faces of the bar underneath the chair and connect it to the cahri so it was all hollow because that would have been a biotch to mess with. Same for the bar holding up the desk part, and the back legs. I did however make the front legs hollow connected to the desk though. This way was just quicker and used less poly's.


I could attach the back legs...

Image

As you can see it's exactly how I said it was. Jeuse I wish I knew how to make a texture, and then apply it. I don't even know how to put a texture on a model in 3ds max! I tried putting my sig on the wall, but nothing happened.

Posted: Sun Apr 03, 2005 6:10 am
by Sonictag
That is not sealed, because that is lots of different objects attched together but not welded, if you go into editable poly, get the cut tool and cut where it can be welded together, then delete the faces and weld them it will be "sealed"

Pretty nice model though :).

Posted: Sun Apr 03, 2005 2:14 pm
by machopenguin001
It is so sealed! There are NO open edges! What does weld do? Does it just take two vertices and place them near each other? If so, that is not a good idea if you're going for a sealed world.

Posted: Sun Apr 03, 2005 2:55 pm
by Sonictag
If you select by element, it means the whole mesh will get selected. Yours are made up of a few different meshes.

Posted: Mon Apr 04, 2005 1:14 pm
by shortysk8monkey
that is one sexy chair!

Posted: Mon Apr 04, 2005 1:17 pm
by Waverunner
srry dude i can tell just by the first pic that it is not sealed. Make it all one object, delete the polies, and reattach them to different spots to make it so there are no holes

Posted: Mon Apr 04, 2005 2:31 pm
by machopenguin001
srry dude i can tell just by the first pic that it is not sealed. Make it all one object, delete the polies, and reattach them to different spots to make it so there are no holes
Waverunner, where in the HECK did you get the GAL to say that?! Yes I know it looks like they are all a bunch of different objects spun together, but that is only true for parts of it.

Firstly, do you know how hard and time consuming it is to make a 8 sided cylinder, that turns 12 times is with just poly creation? I Had to make it out of a cylinder! The chair part, the thing you sit on is completely from scratch. The desk is just a box I made and then chamfered the edges.

Secondly, if you would look at the most recent wireframe pic, you would notice, that the back legs have a few poly's going over the top. Why might you ask?

Sometimes the least skillful way to model an object, is the best way to model it. Because it uses less poly's and is much faster. Go the other way and you will waste time and use more poly's than you need to.


Like for my map, I'm attaching the toilets, but I recently realized that I used a bunchload of polygons on it, that could have been spared, if I had just attached the toilet, and placed it. The only problem you get with this is a z buffered triangle error, and when a blast mark hits it, it will follow through with the mesh that is z buffered in place. So it will appear as if the blast mark is cut in half, if I would have left a really long piece of mesh sticking behind the wall.

The desk part, was just a box, yes, the chair was from scratch, I modeled it right off the cylinder, the cylinder and chair I just placed there for speed. Same for the desk attachment. But for the front legs I actually delete the top faces, and connected it right. The back legs were much faster, and lower poly, as I just placed em. I could fix that if I wanted to.

BTW there are no 'holes' it is a sealed object.


I just can't believe you said that... shame on you.

Posted: Mon Apr 04, 2005 2:39 pm
by Sonictag
Firstly, do you know how hard and time consuming it is to make a 8 sided cylinder, that turns 12 times is with just poly creation? I Had to make it out of a cylinder! The chair part, the thing you sit on is completely from scratch. The desk is just a box I made and then chamfered the edges.
Hahaha, you did the cylinders the hard way then! Just get a spline, make it renderable then click a few places and convert it to an EM.

Posted: Mon Apr 04, 2005 2:39 pm
by Waverunner
whoa, calm down lol

Here it is, right from the HEK...

The level must be a contiguous structure that forms a sealed volume, the following rules are referred to as the Sealed World Rules:

* There must not be any open edges, the component parts or geometry of the level must match (edges and verts). There are some exceptions to the rule which will be covered in later tutorials and examples in Level Creation - Part 2, but basically, anything that is solid (has to have collision with the player and vehicles) cannot have any open edges.

* The normals of the faces used to create the level geometry must face towards the playable area of the level or section of the level. The normals of the faces or polygons determine not just the face that will be rendered or seen by the player but also the surface to be used for collision and physics.

anyways, please don't flam :)

and I just said it looked like there were open edges. I didn't realize that you had fixed that. You have to admit, it looks unsealed. Srry to get you so mad, but you don't have to flam me.

Posted: Mon Apr 04, 2005 3:20 pm
by machopenguin001
Yeah ok, but I don't see where you get the idea that the level is unsealed. You can't see any holes even if there was any.

What the HEk means, is there cabn't be any places in the map that are open to space, making the object a hollow shell. If you fix those, it becomes impossible to get out of the level, and only by sheer force can you do that.

It is ok to have two sealed objects sticking through each other. The toilet is completely sealed, and the map is to, now If I grab the toilet and stick it through the wall, you get the illusion that the toilet is connected to the map , in the higher polygon way. Where as, the whole thing is hollow, and if you were a god or flying entity on the outside, you could potentially fly in between the gaps in the walls. Seeing as the walls are hollow.

What I did was, say you have two objects. Both are sealed, but are a few feet apart. If you just move one to stick through another, the game cannot recognize that as an open edge, because both objects have no holes. However it does recognize z buffered triangles. That is what I ahve here. Just a simple z buffer trick. The game designers realized the potential of this trick, and made it acceptable to be in the game.
\

It's like sticking a box through a paper, but the paper doesn't bend when this happens, it just slides right through.

Posted: Tue Apr 05, 2005 4:50 am
by __Blaz0__
You guys do know that scenery does not have to be sealed right?? I mean you are arguieing on whether or not it is a sealed volume, which as far as scenery is concerned doesn't have to be. On another note however, if you want that model to have proper collision, that will have to be a sealed volume. The levels and collision are the only items that must be sealed. Just though I would clear that up. If you don't trust that, go read the HEK tut again.

__Blaz0__

Posted: Tue Apr 05, 2005 6:34 am
by Katarn
he's right, you people have been babbling about a rule that doesn't exist.

Posted: Tue Apr 05, 2005 8:21 am
by Pie
It doesn't need to be sealed.

That's final. Only the level BSP has to be.

Posted: Tue Apr 05, 2005 12:37 pm
by machopenguin001
Ohhhhhhhhhhhhhh! Tell me something I DON'T know for once! Yes I kenw they didn't have to be sealed for christ's sake! We are arguing about whether the model is sealed or not, not whether it should be or what-not. Way to take it the wrong way man.

Honestly, you people act like I'm the dumbest person on the planet.

Posted: Tue Apr 05, 2005 12:50 pm
by Excal
Well we can't take you as the smartest and since not that many people know you, we can't give you the benefit of the doubt either.