Modelling cars - Chevrolet Camaro 2010

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CZghost
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Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

So what do you suggest me to use for Camaro model? Lightmap or vertex lighting? Considering its height being just lower than the player head (like 1.5 meter, simulating real dimensions), its length being somewhere around 5 meters, and width of 2 meters... Is it small enough to be lit with vertex light?

These are the exact dimensions (and actually an image used for modelling the car):
[lvlshot]https://www.the-blueprints.com/modules/vectordrawings/preview-wm/chevrolet_camaro_2010.jpg[/lvlshot]

Simply take the dimensions of the real car, and place them in Quake 3 engine, aproximated to player size, which is considered to be same as average size of a human in this case.
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obsidian
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Re: Modelling cars - Chevrolet Camaro 2010

Post by obsidian »

Vertex lighting. The only time you would consider lightmaps is on much larger objects like terrain or a large wall or something.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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CZghost
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Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

Okay, so I'll rewrite my shader :)
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
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