Author Topic: Creepy Cemetery v1.0  (Read 2126 times)

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Offline kralyerg

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Re: Creepy Cemetery v1.0
« Reply #15 on: February 10, 2017, 04:24:05 AM »
The only gargoyle model I have is this:

http://i.imgur.com/UCu6VvS.png
Creepy Cemetery v1.0


But it's 100,000 polys.

Here's the 1,000 poly version after running it through 3DSMax's Optimizer thing:

http://i.imgur.com/X29kfTj.png
Creepy Cemetery v1.0

Offline Hawk

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Re: Creepy Cemetery v1.0
« Reply #16 on: February 10, 2017, 04:26:16 AM »
That thousand poly version looks like something out of Transformers.  ;D
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Online RedKetchup

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Re: Creepy Cemetery v1.0
« Reply #17 on: February 10, 2017, 04:28:01 AM »
yeah Kid just sent me it, exactly the same

i made a first pass, from 113,411 poly to 21,029 poly... but still too high ^^ i ll need to do a 2nd pass :)
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Online RedKetchup

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Re: Creepy Cemetery v1.0
« Reply #18 on: February 10, 2017, 04:44:33 AM »
8k !!! but still too high if i want to add like 2 or 12-20 of them LOL
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Online RedKetchup

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Re: Creepy Cemetery v1.0
« Reply #19 on: February 10, 2017, 05:05:44 AM »
5k ! starting to be a better amount :)
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Offline Hawk

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Re: Creepy Cemetery v1.0
« Reply #20 on: February 10, 2017, 05:40:52 AM »
Not looking bad there Red.  ;)
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Offline QueryEverything

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Re: Creepy Cemetery v1.0
« Reply #21 on: February 10, 2017, 05:51:06 AM »
@RedKetchup looks great :) 
I agree, the 1,000 one does look like a Transformer or something similar :D
(which is not a bad thing, haha)
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Online RedKetchup

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Re: Creepy Cemetery v1.0
« Reply #22 on: February 10, 2017, 06:20:07 AM »
@RedKetchup looks great :) 
I agree, the 1,000 one does look like a Transformer or something similar :D
(which is not a bad thing, haha)

what makes the difference is i preserved the head over a certain limit (after downed it to 20-40%)
and i worked alot more on the wings and the corps. and then i rebuilt it in 1 single piece.
i will see in game if there is some holes made....

but for now i am back to the railroads over NMT canals
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Offline taniu

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Re: Creepy Cemetery v1.0
« Reply #23 on: February 10, 2017, 04:36:52 PM »
Woohoo!
My heart rejoices greatly for each new mod release a fantastic @ RedKetchup. Thank you for "Creepy Cemetary" and "Training Camp". I did not expect that the "Watch Tower" provides meat: Bison, Goose, Bear, Boar, etc. Great idea

Offline Banished and Used

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Re: Creepy Cemetery v1.0
« Reply #24 on: July 24, 2017, 07:23:09 AM »
When removing a piece of the cemetery fence or the crypt, it causes a fatal error exception crash. Is there any way around this?

Here's a screenshot. As soon as that one fence piece gets removed, the game crashes. Same with the crypt. The crash occurs when demolishing reaches 100%.

right_before_crash" border="0
« Last Edit: July 24, 2017, 07:39:16 AM by Banished and Used »

Online RedKetchup

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Re: Creepy Cemetery v1.0
« Reply #25 on: July 25, 2017, 02:59:42 AM »
Hi @Banished and Used

i am sorry to say i have no idea about the bug problem you have. i again added this mod to my mod list and started a game when i have built every pieces that mod has and i used all the trash button that are on every pieces (but the 2 cemetary itself which need the remove building from vanilla toolbar) and as you can see the screenshot , everything has been removed without any trouble.

so it doesnt look a repeatable bug and cant repeate it. i suggest to let it there, simply.
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Offline QueryEverything

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Re: Creepy Cemetery v1.0
« Reply #26 on: July 25, 2017, 03:43:40 AM »
*waves to @Banished and Used welcome to the forum, very happy to see you here as well!

Shame @RedKetchup wasn't able to replicate the bug for you.  :(
Not sure if anyone else has had the same problem.  What a shame. 
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