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Create shared tripmine world model. #136

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malortie opened this issue Sep 1, 2023 · 0 comments · Fixed by #137
Closed
2 tasks done

Create shared tripmine world model. #136

malortie opened this issue Sep 1, 2023 · 0 comments · Fixed by #137
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@malortie
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malortie commented Sep 1, 2023

LD HL1 <-> LD Op4 <-> LD Blue Shift

  • same meshes
  • same textures
  • same hitboxes and hitgroups
  • same sequences and fps

HD HL1 <-> HD Op4 <-> HD Blue Shift

  • same meshes
  • same textures
  • same hitboxes and hitgroups
  • same sequences and fps

Requirements:

  • Move LD/HD world meshes to separate models.
  • In viewmodels, remove submodels used for the world tripmine.
  • Move the following sequences to world models in order:
    • world
    • ground

Tasks:

  • Create LD model
  • Create HD model

Additional information

1 - The original LD/HD tripmine model is a bit translated downward, which makes it pass through the floor. This has been fixed.

2 - LD and HD tripmines have slightly different heights. For now, separate animations are used for LD/HD.

3 - Original HD HL1 and Blue Shift tripmines textures are 256x254 while they are 256x256 in Op4.

4 - Original HD model had unneeded frames for ground and world sequences. They were removed.

5 - Original LD world model has a missing triangle at the bottom of the lens. This has been fixed.

Note: The new LD world model has a minor seam that's barely visible at the bottom of the lens where the new faces have been added. I haven't found a way to improve it further.

Note: The bottom of the lens in the LD world model can't be rounded further because the tripmine's bottom lens texture is cut out, making it impossible without having to rework the texture.

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