Insane nudged me to ask in this thread for help with my dilemma.
If only I could have trees =) .. When I make them in maps they tend to look kinda like ugly poles.
I no nothing about prefabs, except how to use them... from my understanding you need to have some uber-3dstusio max skillz to make life like 'fabs
Neeee I say!
Anyhow for my map ns_postpile ...'I need a shrubbery!' ... heheh really i do .. Shrubs and redwood trees in in 3 minor variants would be awesome!
This map has a real outdoor night feel to it.. i have clouds, streams, and natural rock formations loosely based off the real life place Devils Post Pile.
I look forward to any help you can give me =)
I was thinking maybe an accompanying sprite for the leaves would help keep the poly count low enough so I could have a patch of 30 some odd trees in a single map without killing the poly count.
Why didnt I notice this thread ages ago... I love modelling things that aren't guns, as you have more freedom for creativity, without people complaining about ammo not fitting, or the firing pin being the wrong diameter or something. If any mapper needs a model done, just post, PM me or email me.
And here's the file. It has the .mdl and the chains in .max format. If you need it in a custom length, you can go ahead and edit the file to your liking.
Sure. I started work on an overhead light aswell. Making a mesh for this is going to be the only problem as I'm new to meshing. I'll probably do a different skin file for the lightbulbs so I can chrome them.
<!--QuoteBegin-Mintman+May 2 2004, 11:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ May 2 2004, 11:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sure. I started work on an overhead light aswell. Making a mesh for this is going to be the only problem as I'm new to meshing. I'll probably do a different skin file for the lightbulbs so I can chrome them.
Anyway, a quick render: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> if you think it'll be too hard, i can give meshing that a go... that is, if you want.
Keep in mind as previously discussed in this thread that theres a guideline to mappers to keep polys per room under 2000.
Could somone who can map do a test with some world models and see how much they effect the game.
also keep in mind that though the world models are about adding more deatial into an area you dont need to make them high poly as they wont really seen close up indetail as people should be more interested in the action around them.
remember good use of a texture can max a crap model look amazing and with alpha textures you can get away with not modeling something.
A list of cool Map Models 1.TSA Kitchen Models eg:Fridge,Stove 2.TSA SpaceShip Engine with cool partical effects going out of it 3.TSA Gun Rack (with guns on it) 4.TSA Bed Unit (Cool looking ones)
Le file au zip <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Edit: 224 polies as someone asked. You don't have to worry about my stuff being high poly!
what about a burnt out Auto-gun? Would add the feel of a big battle wouldnt it? of course mappers could add a couple of bodies around it.... i think it would loook kewl
Evilwallpaper: I think that is done by the mapper by putting a light source in/near it. I may be wrong though. Plus if anyone wants to use one of my models they can ask me for a specific colour schemed skin.
Working on hanging vine models right now. Also planning on making vines that are bursting out of the walls, for an extreme infestation look. Polycount on this one is 67. When I'm done, I'll release the source so that mappers can customize them. The leaves are done using masked textures so they're low on poly. I just used textures from the default NS wads to texture em.
nice one ZeroByte I tried to do some tenticles once but they wouldnt look as good if they wouldn't move.
when you release them how about including a version with more than one vine in aswell as just a single vine, it will help mappers to keep thier entity number uner the limit when they want to use alot of them in one area. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Credits if it gets used, ask me if you want a reskin/to reskin it, yada yada yada.
Zip fileage:
Thanks del, zip file hosted by t2k: <a href='http://www.thrill2kill.com/invision/index.php?act=Attach&type=post&id=855' target='_blank'>http://www.thrill2kill.com/invision/index....ype=post&id=855</a>
<!--QuoteBegin-Mintman+May 3 2004, 08:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ May 3 2004, 08:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Credits if it gets used, ask me if you want a reskin/to reskin it, yada yada yada.
Zip fileage:
Unfortunately it was too large to upload. If you want it then PM me or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> www.thrill2kill.com/forums
go post around a bit, then attatch it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Great idea Plague, we've needed these for awhile. I can't read this whole thread, but if someone puts together a collection of them, e-mail me a link and I'll check 'em out, and if they fit, put them officially in the game for everyone.
Comments
If only I could have trees =) .. When I make them in maps they tend to look kinda like ugly poles.
I no nothing about prefabs, except how to use them... from my understanding you need to have some uber-3dstusio max skillz to make life like 'fabs
Neeee I say!
Anyhow for my map ns_postpile ...'I need a shrubbery!' ... heheh really i do .. Shrubs and redwood trees in in 3 minor variants would be awesome!
This map has a real outdoor night feel to it.. i have clouds, streams, and natural rock formations loosely based off the real life place Devils Post Pile.
I look forward to any help you can give me =)
I was thinking maybe an accompanying sprite for the leaves would help keep the poly count low enough so I could have a patch of 30 some odd trees in a single map without killing the poly count.
The .mdl file:
Edit: 156 polies incase anyone was wondering.
Anyway, a quick render:
Anyway, a quick render: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
if you think it'll be too hard, i can give meshing that a go... that is, if you want.
Edit: it was much easier than I thought it would be.
Keep in mind as previously discussed in this thread that theres a guideline to mappers to keep polys per room under 2000.
Could somone who can map do a test with some world models and see how much they effect the game.
also keep in mind that though the world models are about adding more deatial into an area you dont need to make them high poly as they wont really seen close up indetail as people should be more interested in the action around them.
remember good use of a texture can max a crap model look amazing and with alpha textures you can get away with not modeling something.
looking good tho mintman
1.TSA Kitchen Models eg:Fridge,Stove
2.TSA SpaceShip Engine with cool partical effects going out of it
3.TSA Gun Rack (with guns on it)
4.TSA Bed Unit (Cool looking ones)
Edit: 224 polies as someone asked. You don't have to worry about my stuff being high poly!
try giving it a bit of a yellow glow on the bulbs and on the bit that surounds the bulbs
Would add the feel of a big battle wouldnt it? of course mappers could add a couple of bodies around it.... i think it would loook kewl
Dont worry about the poly count, It' not an issue for me.
Ill tell you why some day.
Finally I have a cool light for the Computer room!
when you release them how about including a version with more than one vine in aswell as just a single vine, it will help mappers to keep thier entity number uner the limit when they want to use alot of them in one area. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Zip fileage:
Thanks del, zip file hosted by t2k:
<a href='http://www.thrill2kill.com/invision/index.php?act=Attach&type=post&id=855' target='_blank'>http://www.thrill2kill.com/invision/index....ype=post&id=855</a>
Zip fileage:
Unfortunately it was too large to upload. If you want it then PM me or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
www.thrill2kill.com/forums
go post around a bit, then attatch it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Thanks!
/me starts making