[mrel]infantry Portal With Whip Aerial

Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
<div class="IPBDescription">IP model with deploy anim</div> This is a model I decided to make after seeing several marine teams fail to build the IP's at the start of the game in the course of an evening playing. It's just a modification to add an aerial to the portal that extends when building is complete, like so:
<img src='http://www.btinternet.com/~chapterhonour/aerial1.jpg' border='0' alt='user posted image' />

You can download the model from <a href='http://www.btinternet.com/~chapterhonour/nsip.zip' target='_blank'>here</a>

This is the first time that I've made a HL model, so I may have made some rookie mistake. One thing I did do which I'd avoid in future was skinning all the new parts on the original skin. There was a lot of empty space on the original IP skin, but I used up most of it on the aerial. Consequently when I decided it needed a base to come out of, I had to be creative to map it at all. The skin for the base is kinda low res compared to the rest of the model, but I don't want to change it. In the future perhaps I'd make it a seperate skin, but I'm used to Quake where that isn't an option. At least it keeps the skin size down. The additions do amount to another 100 polys, but given that the Ip is pretty much the lowest poly structure to begin with, I'm sure it won't be a problem.

Comments

  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    hmm... a small but effective modding... GJ, now i wish panther had finished the high poly structures so this coulda been put on his IP
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    How cute, it looks like a remote controlled IP. Now I just want to go drive it off to the hive so I can spawn there. Or drive it under an onos for telefragging. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    (New Idea for a Voogru mod is coming guys!) lol
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--QuoteBegin-Paranoia-2MB+Oct 1 2004, 02:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paranoia-2MB @ Oct 1 2004, 02:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (New Idea for a Voogru mod is coming guys!) lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    INCOMING IP! NEED FADES TO CARGO NOW!

    XP
  • l0tusl0tus Join Date: 2004-09-07 Member: 31492Members
    ...i'm using it. too bad HL won't let you attach sprites to models, because some kind of glow sprite on the top of the antenna in the idle1 -like a small red pulsing light- would look smooth.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Actually, you can do that.
    Get an attachment to the point you want the sprite at.
    Then use { event 7000 0 "XX" } in the idle anim.
    To get the XX, just open ur ns.ps with a texteditor and look what's the name of the effect with a red pulsing light (flare or such, don't know precisely).
  • l0tusl0tus Join Date: 2004-09-07 Member: 31492Members
    obst, you rock. would it need to be an additive sprite, or an indexed alpha (like v_weapon projectiles)...?
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-Obst & Gemuese+Oct 1 2004, 04:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 1 2004, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, you can do that.
    Get an attachment to the point you want the sprite at.
    Then use { event 7000 0 "XX" } in the idle anim.
    To get the XX, just open ur ns.ps with a texteditor and look what's the name of the effect with a red pulsing light (flare or such, don't know precisely). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    if you can do this then why cant we have sprite player models?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Sprite player models? Huh?

    @l0tus: It doesn't matter. You can't include your own stuff into the ns.ps, and most/all of the stuff in it is currently in use so you can't switch out the spritefiles anyway. So just look for the flare, its event and use it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> yeeeaahh doom player models <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-Rat12321+Oct 1 2004, 09:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rat12321 @ Oct 1 2004, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> yeeeaahh doom player models <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    exactly what i was thinking i asked fuzzy about it a while ago he said you cant have sprite player models
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    i was thinking about this the other day. basically, sprites on playermodels is a pandoras box you DO NOT WANT TO OPEN. its a bastard to get right, and even if you do, is exploitable beyond belief.... for starters... sprites don't get cloaking... don't even get me started on the difficulties involved with getting the alignment of the sprites right -.-
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    Just make sure you only let the sprite be visible during the active animation... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    <!--QuoteBegin-Kaine+Oct 2 2004, 01:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Oct 2 2004, 01:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i was thinking about this the other day. basically, sprites on playermodels is a pandoras box you DO NOT WANT TO OPEN. its a bastard to get right, and even if you do, is exploitable beyond belief.... for starters... sprites don't get cloaking... don't even get me started on the difficulties involved with getting the alignment of the sprites right -.- <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    kaine i expect those "OMG THERES AN ALIEN HERE" skulk skin replacement sprites on my doorstep tomorrow <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Commie_SpyCommie_Spy Join Date: 2004-09-11 Member: 31627Members
    this has to be simplicity at its best... no lie
  • ShazbotShazbot Join Date: 2003-03-05 Member: 14328Members
    Ya, they should have this as default <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Does it's job perfectly, thanks!
  • The_Fluffy_DuckThe_Fluffy_Duck Join Date: 2003-11-13 Member: 22740Members
    has any devs seen this? this is a simple yet great idea. Maybe if the devs dont like an arial they can have a red light that turns green or somthing.

    Great I love it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    meh.. rines walk through it.. its weird, and if it doesnt get made the default ip i imagine that would be the reason why
  • CeRealCeReal Join Date: 2003-07-05 Member: 17944Members
    can we have a ip with a sign "Build Me !" ?
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    sorry for the late/random post...

    but here's the image i'm using when it's hosted... hopes it's ok to host it..


    <img src='http://www.readyroom.org/downloads/models/images/nsip.jpg' border='0' alt='user posted image' />
  • DeathKnightDeathKnight Join Date: 2004-05-11 Member: 28607Members
    Mirrored at <a href='http://www.nsarmslab.com/flash/fileinfo.php?id=394' target='_blank'>www.nsarmslab.com</a>.

    I love this new IP.
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