Worldmodels

1246715

Comments

  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited February 2004
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> really happy how this turned out. 106 polys. texture can probably be sized down a bit. I wish I could make the blue transparent for this picture <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    edit: maybe I'll have to buy milkshape
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    for just lame do-nothing map models...

    <b>Will Need:</b>
    bones (at least one)
    Animation (only one)
    .mdl format
    readme and/or credits file.
    under 2,000 poly
    <a href='http://www.thrill2kill.com' target='_blank'>Hosting</a>

    <b>Won't Need:</b>
    multiple animations.
    multiple reference smds (poly limit is low enough)
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    I can make the blue transparent. Good job by the way.
  • Tak3rTak3r Join Date: 2004-02-16 Member: 26625Members, Constellation
    Nice models guys.... Im a bit confused though... when you say world models are you talking about models like the thing on ns_origin in the biodome hive?
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    by multiple refs would that be like having a model.mdl and a modelT.mdl?
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    anyone want for their map? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    <img src='http://www.nsarmslab.com/chrono/images/piperender.jpg' border='0' alt='user posted image' />
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
    i think it would be good for a hl2 map >_<
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--QuoteBegin-Phyco+Feb 27 2004, 11:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phyco @ Feb 27 2004, 11:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think it would be good for a hl2 map >_< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm pretty sure that's how they do a lot of the detail for HL2.

    Great work guys. Keep it up.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    Ideas: Infested and non infested of the same model.
    Random things are good as well. U make it and someone will find a use for it.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    broken tf in progress.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    very nice make sure you get it nice and infested
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    texture on infestation seems kinda strecthed but good start
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    without that pesky blue. yes, yes, you see some blue crap around the edges on the transparency at some parts but that's just my alpha map that I was using aparently since when i looked at my texture in photoshop and replaced the blue with yellow (blue would stand out with the insane contrast). I didn't see any blue around there so it must be my alpha
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    well im not reall much of a skinner or whatever. id say pretty good for something i dont know how to do.
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    edited February 2004
    Nevermind moose :S nice job.
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
    edited February 2004
    917 poly

    even did the wire >_<
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-frostymoose+Feb 28 2004, 01:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Feb 28 2004, 01:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> without that pesky blue. yes, yes, you see some blue crap around the edges on the transparency at some parts but that's just my alpha map that I was using aparently since when i looked at my texture in photoshop and replaced the blue with yellow (blue would stand out with the insane contrast). I didn't see any blue around there so it must be my alpha <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    can we get it to kinda "pulse" slowly? (120 frames... about 10 of which are movement)

    if you need somone to do it, i can help...
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    <!--QuoteBegin-Phyco+Feb 27 2004, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phyco @ Feb 27 2004, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 917 poly

    even did the wire >_< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Did you delete any unshown faces?
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    <!--QuoteBegin-Bijiy+Feb 28 2004, 02:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bijiy @ Feb 28 2004, 02:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Phyco+Feb 27 2004, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phyco @ Feb 27 2004, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 917 poly

    even did the wire >_< <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Did you delete any unshown faces? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    probably the spheres and cyclinders that are the problem.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    cookie skinmeshed my screen hes skinning it now
    i love that mini hive looking thing it looks liek a new hive is growing
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <img src='http://www.unknownworlds.com/forums/uploads//post-19-1077950823.jpg' border='0' alt='user posted image' />

    Bad Animations (by me) and Compiled... on T2K
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    <!--QuoteBegin-frostymoose+Feb 27 2004, 11:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Feb 27 2004, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Bijiy+Feb 28 2004, 02:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bijiy @ Feb 28 2004, 02:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Phyco+Feb 27 2004, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phyco @ Feb 27 2004, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 917 poly

    even did the wire >_< <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Did you delete any unshown faces? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    probably the spheres and cyclinders that are the problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, he needs to drop the side count and delte the ends on the cylinders since they don't show. That ought to drop say 150-250 polys give or take...probably more but heh...
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited February 2004
    The limit is because there are going to be structures, so the placed structures don't count. But, the hive, the CC and the res nodes (not the buildings, the nodes themselves) count towards the limit.

    Anyone want to skin my poor spotlight? :'(

    btw phyco, I love those monitors <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> could you please have the screen off? so we add an overlay there and we add the image over it as a map brush without having 7000 versions around with different images on it.
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Woah nice thread. World models rocks!

    Infested things, broken things, wall panels (like in tanith), hanging wires that move, pipes..

    Nice bubbles Dark soul btw (release!) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . And Plaguebearer you got pretty good concepts there, design some more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> That pool-like thing would be awesome if modeled and skinned properly.

    About pipes, i just got an idea. Instead of making a model of a lot of pipes together, wich is high-poly and hard to fit in a map architecture, why not make a set of pipe "parts". You know like when u buy real pipes, you buy parts and have to assemble them. I mean, it would be cool to have an horizontal pipe, a vertical pipe, a 90? turn, a section of an horizontal pipe with a valve, a section of a vertial pipe with a valve, etc etc.. (mmh i dont remember if we can rotate models in every direction with map editors, if we do ignore the horizontal/vertical variants)

    This way mappers would be able to "assemble" parts the way they like it and keep track of the epoly limit. It should be low poly enough so we can have at least 4-5 parts somewhere in a map without hitting the limits.

    It's just a idea/suggestion, another good thing about it is that it can be used many times in different maps, and still doesnt look repetitive cause its not everytime the same shape. Different skins to play with can help this also.

    Keep up the good work!
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Droggog+Feb 28 2004, 12:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Droggog @ Feb 28 2004, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> About pipes, i just got an idea. Instead of making a model of a lot of pipes together, wich is high-poly and hard to fit in a map architecture, why not make a set of pipe "parts". You know like when u buy real pipes, you buy parts and have to assemble them. I mean, it would be cool to have an horizontal pipe, a vertical pipe, a 90° turn, a section of an horizontal pipe with a valve, a section of a vertial pipe with a valve, etc etc.. (mmh i dont remember if we can rotate models in every direction with map editors, if we do ignore the horizontal/vertical variants) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Remember we mappers have more limits than epoly restrictions. Entity count, for example. The maximum amount of entities allowed in a map is 275, as you may or may not know.

    Anyway, I love this thread. I want more stuff! I'm gonna add lots of alive infestation in my hive. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    Well, heres a little concept thing Im working on.. Lots of Pipes, unfinished lighting and such. Everything is low polygon, and everything will be individually made into an MDL. basically the idea Im playing with is actually making a small environment in order to get the shapes and sizes of the pipes to look good together rather than just playing with cylinders without having a clear picture of what I want to do.. Sooo.. here we have a very industrial looking render...
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