i am going to upload hyrule feilds next and i thought this was interesting: the entire feild is made up of hexagons wich render seperately!
note: i don't know what to do about the sky texture seeing how it changes throughout the day, any sugestions woud be gladly appreciated
Most games use a various tricks like that for large areas so that they everything can be onscreen without lag. I know with Halo games that they usually render most of the map at once, but use lots of invisible barriers to determine when objects go into lower levels of detail.
Anyways, for the sky I can't remember exactly how it worked, but unless the model really changes you may only want to rip the sky once and just include the night, dusk, and morning textures or whatever. Been a while since I played the game so I don't remember exactly how the sky worked in it.
Ah Hyrule field very cool. I've actually T-posed Mido now. I'll upload him soon. Thanks for Zelda.
Hmm... I really don't know what to say other than the misspelling of Field.
(02-08-2011, 10:50 PM)edsterisawesome Wrote: [ -> ]Hmm... I really don't know what to say other than the misspelling of Field.
ya, my spelling kind of sucks
i decided to rip models from games other than mario 64 and zelda, so here is the truck from the dam in goldeneye:
http://www.mediafire.com/?naleoe0w6cjjw19
I'd say I remember Goldeneye and go on to bask in notalgia, but I kind of missed the boat on that game. Still, its cool to see rips from it and I'd hope you'll do more.
You don't really need to put these guys in an unanimated pose since they're made up of separate parts. Cool to see these guys though. Its funny to see an N64 model of Mario that doesn't look ridiculously short.
Its probably to give a little bit of added depth to his ears without extra polygons although it wouldn't work well now since high resolution games would make stuff like that glaringly obvious.