View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005177 | The Dark Mod | Models | public | 13.03.2020 15:03 | 13.03.2020 15:58 |
Reporter | VanishedOne | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | new | Resolution | open | ||
Product Version | TDM 2.07 | ||||
Summary | 0005177: Upholstered furniture using wood surface types for cushioned surfaces | ||||
Description | Copying from https://bugs.thedarkmod.com/view.php?id=526#c12248 The armchair* and sofa* series of materials, used by the corresponding models, use only the wood surface type. Unfortunately, short of 0003135 being implemented, that issue can't be fixed by editing the materials; the meshes would have to be changed to distinguish wooden and cushioned surfaces. I'm noting it here because it results in players' receiving completely the wrong indication about how noisy the cushions are to land on. | ||||
Tags | No tags attached. | ||||
related to | 0000526 | acknowledged | Serpentine | Some materials have incorrect surface types |
For some models like the armchair and sofa I'd say that they look like the predominant material is fabric with only some bits of wood. Therefore I'd rather the whole model were "carpet" or "cloth" instead of the whole model being "wood". Some models are also split up by material, i.e. models/darkmod/furniture/seating/dchair2.lwo has 1 material for the cushion and 1 for the wooden frame (however, both materials are "wood", which should be fixed). This approach could be extended across more furniture, at the expense of additional drawcalls. |
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I wonder how much it should concern us that the armchairs and sofa2.lwo have a wooden underside. I mean, nothing stops a mapper putting an overturned sofa in a room in disarray, and there are moveable armchair entities like atdm:moveable_chair_arm_1_beige I recently converted https://sketchfab.com/3d-models/victorian-lounge-sofa-c7b7999b5c3d425bae23e74b669e97d6 for TDM use (as best one can given the PBR stuff), and took the split-the-mesh approach. (It has a wooden base, back and sides.) |
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Speaking of the moveable armchairs, it turns out the clipmodel models/darkmod/misc/clipmodels/armchair1_cm.lwo actually uses... tdm_collision_cloth. (Do collision models support multiple surface types? I seem to remember reading that only the first one gets applied, but I'm not sure where I read that.) Edit: I was thinking of this: 'Multiple collision meshes have been successfully exported also, however they only use the material type of the first collision model loaded, this can also lead to instability.' -- https://wiki.thedarkmod.com/index.php?title=Starting_to_Model_for_TDM#Collision_Meshes Which is not quite what I was thinking of; I was wondering about assigning different materials to different surfaces within a single CM. |
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Date Modified | Username | Field | Change |
---|---|---|---|
13.03.2020 15:03 | VanishedOne | New Issue | |
13.03.2020 15:04 | VanishedOne | Relationship added | related to 0000526 |
13.03.2020 15:17 | Dragofer | Note Added: 0012266 | |
13.03.2020 15:27 | VanishedOne | Note Added: 0012268 | |
13.03.2020 15:51 | VanishedOne | Note Added: 0012271 | |
13.03.2020 15:58 | VanishedOne | Note Edited: 0012271 |