The Prefab Thread (restarted)

NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
edited November 2009 in NS2 General Discussion
<div class="IPBDescription">Prefab thread remade after failed forum upgrade.</div>Since the prefab thread got lost in the forum upgrade and i was still awake at 4:15 at night i decided to revive the prefab thread that died in tonight's forum upgrade gone awray.

I'll kick off with the model i posted in the last prefab thread which is a medium sized door. The wall is textured on both sides of the prop and there is no texture clipping. Textures and polygons that aren't visable have been removed to increase "performance".

Door Closed:

<img src="http://members.home.nl/afj.wientjes/doorclosed.jpg" border="0" class="linked-image" />

Door Open:

<img src="http://members.home.nl/afj.wientjes/dooropen.jpg" border="0" class="linked-image" />

File:

<a href="http://members.home.nl/afj.wientjes/LargeDoorProp.level" target="_blank">http://members.home.nl/afj.wientjes/LargeDoorProp.level</a>

Comments

  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    I'm confused, this is already in the engine so you're essentially giving people what they already have? I'm not trying to be a ######, I was sort of expecting completely custom prefabs. Is this thread simply dedicated to art of using the art assets with a bit of ingenuity to create new and unique objects? Or am I missing something?
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    I think it might be a case of having the model etc. all predone and positioned ready to go?
    With wall and all?
    At the moment, you have to add the door, the door frame and the wall and texture / align it all yourself.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    Prefabs are usually something made by people to be used by others that have something special about them.

    Like in Half-Life, people would make prefabs of elevators and cars so people could easily put them into the map without having to do it from scratch.

    Some things you might see are some small hallways that could be repeated, stair cases, etc etc...
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    <!--quoteo(post=1740258:date=Nov 26 2009, 01:48 AM:name=slayer20)--><div class='quotetop'>QUOTE(slayer20 @ Nov 26 2009, 01:48 AM) <a href="index.php?act=findpost&pid=1740258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Prefabs are usually something made by people to be used by others that have something special about them.

    Like in Half-Life, people would make prefabs of elevators and cars so people could easily put them into the map without having to do it from scratch.

    Some things you might see are some small hallways that could be repeated, stair cases, etc etc...<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's exactly right, it's always useful to have a premade doorway on hand with standard dimensions instead of remembering it all.
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    edited January 2011
    <!--quoteo(post=1740258:date=Nov 25 2009, 07:48 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Nov 25 2009, 07:48 PM) <a href="index.php?act=findpost&pid=1740258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Prefabs are usually something made by people to be used by others that have something special about them.

    Like in Half-Life, people would make prefabs of elevators and cars so people could easily put them into the map without having to do it from scratch.

    Some things you might see are some small hallways that could be repeated, stair cases, etc etc...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, but Half-Life prefabs were generally custom assets made from scratch.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    People have figured out how to do custom materials, but what do you mean custom assets made from scratch...literally?
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    Argh my beautiful prefab thread, killed in its prime ;)

    I'll upload my staircase later today when I get home from work...

    For anyone who didn't see the original - all you need to do is open 2 instances of the Editor, then copy and paste between them. So you can download someone's .level file, open it up, open your map, copy paste the "prefab" into your map.
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    edited November 2009
    <!--quoteo(post=1740256:date=Nov 26 2009, 02:43 AM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Nov 26 2009, 02:43 AM) <a href="index.php?act=findpost&pid=1740256"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm confused, this is already in the engine so you're essentially giving people what they already have? I'm not trying to be a ######, I was sort of expecting completely custom prefabs. Is this thread simply dedicated to art of using the art assets with a bit of ingenuity to create new and unique objects? Or am I missing something?<!--QuoteEnd--></div><!--QuoteEEnd-->

    As it is now in the pre-alpha editor some of the props such as the door i posted do require a bit of ingenuity to place correctly. E.g. you can't just paste a door into a square hallway expecting it to line up properly. This thread is (for now at least) dedicated to making the life of all the mappers here easier by providing some hassle free way of copy pasting these objects into there map without spending the time getting stuff to align properly.

    Once we get a few updates for the editor and it actually allows custom model/prop importing then by all means please use this thread aswell. I am a modeller myself so i will start making custom props once the editor allows this. Same goes for custom textures. However with the limited functonality the editor provides at this point some of these aren't quite possible yet. For now the general idea was just to get the ball rolling so we could get at least posts with this particular subject compiled into a single thread.

    Edit: perhaps i should have named the thread the custom assets thread instead. How does that sound?
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    Id like to make some environments props ready for when the game is officially released, but with no exporter to test them in-engine, i'm kinda halted.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2009
    <!--quoteo(post=1740256:date=Nov 26 2009, 01:43 AM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Nov 26 2009, 01:43 AM) <a href="index.php?act=findpost&pid=1740256"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm confused, this is already in the engine so you're essentially giving people what they already have? I'm not trying to be a ######, I was sort of expecting completely custom prefabs. Is this thread simply dedicated to art of using the art assets with a bit of ingenuity to create new and unique objects? Or am I missing something?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Generally the best prefabs are simple things that are very reusable.

    Like light fixtures with lights included and colour matched, or doors in housings, or complex interactive logic to create a simple effect, like an automatic gun turret in HL2.

    Of course as nothing actually works yet, arguably only pretty things are currently useful.
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