Upcoming Model Prefab Pack Preview

tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
<div class="IPBDescription">some static meshes for your maps</div> i was going to post this in the modelling forum, but i don't think that would have been appropriate - mappers would be more interested in this. (the modelling forum seems like an Aliens-reskining forum, heh). anyways, i've planned out a few sets of models for use in NS custom maps (a la UT2003). these are my own meshes/skins with some NS art included. these will have nice dimensions (128x128, etc) and will be easy to place in your map. of course these pics are renders - they won't look as nice in game. i'll probably include an .rmf file with the required clip brushes, etc when i'm finished.

my plan as of now (could be more or less):

galvanized set: (shiny, metallic; color scheme: red/silver/black)
weathered set: (broken, rusty; colors: brown/green/black)
Kelvin set: (high tech; colors: grey/blue/white)

each set should have:
4-6 walls
4-6 supports
2 monitors
2 sets of wires
2 doorways
2 railings
other things if people can think of stuff they'd like...i need ideas!

i'm trying to keep each one around 100-200 epoly (for reference the marine world model has about 1100 epoly)

<img src='http://www.personal.psu.edu/users/t/j/tjd159/renders_sm.jpg' border='0' alt='user posted image'>

<img src='http://www.personal.psu.edu/users/t/j/tjd159/rendersupp.jpg' border='0' alt='user posted image'>
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Comments

  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    I like! I would love to see some maps use these!
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Wow..nice work.

    If these are used carefully in maps, they could look fantastic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Wow, I'm impressed. These look really good.

    Though it might be a bit difficult to get them to look like they're lit properly due to the fact that models in HL are lit depending on the darkness of the floor they're standing on (Except for skulks, Flayra's uber-coding at work there).

    --Scythe--
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    why do things always look better as models? hehe wish they mad a max/hl plugin to make models into maps. goodjob!
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    edited January 2003
    Wow! I'm floored! Man, I've been craving/requesting world models for a while and it seemed no one was doing anything. Yet again, Tommyd has suprised the hell out'a me (first time was with ns_strife). Man, whew! My only real worry is people will end up abusing these models and kill their luster. Hmm, we'll see. Although, when used with care world models would add a whole helluva lot of atmosphere to any NS level.

    Any idea when you might have those packs done(just looking for an estimate)?
    Let me guess....when its done, right? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Here are some world models I would like to see done. <i>Warning</i>, big list:
    Ships/Vehicles/Vessels:
    - Corvette class landing craft (The back story mentioned these if I remember correctly).
    - Escort vessels (for the levels that are large ships themselves)

    Machinery/Tools/Parts/Misc:
    - Cables (hanging cables, some that go along the floor/ceiling, torn cables with frayed wires, etc)
    - Pipes (90 degree curved bend, straight, broken, etc..)
    - Robots(Surely they have some robots in the NS universe)
    - Various designes(cargo handlers, maitinence robots, contruction, mining, the list goes on and on).
    - Tools
    - This category is basically self explainitory.

    Alien/Infestation:
    - A "used" and old egg(like a hatched egg from aliens, but not an aliens egg, if that makes sense).
    - Tubular like tenticles of infestation growth(for walls, ceiling, floors, and corners(is that possible?)).
    - Spore like objects(kinda like a very small egg, this makes sense with the whole bacterium thing).
    * This would create a new effect when combined with some particles, bacterium being sprayed out, eww *
    - Damaged and destroyed stuff from all categories with some infestation added in, yum.

    Heh, I'm sure I can come up with a bunch more. Ideas anyone?

    Tommyd: Thank you! You rock the phat house man!! *hands Tommyd a CrAcK-biscuit* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    YAY finnally more mapmodels! I couldn´t agree more Crackbrock. Walls and such are good, alas more "small" detail things could be more usefull and propably wont wear out as fast. Alas i wont complain and take what i can lay my grubby little hands on <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Thanks tommyd.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I wouldn't mind some world models of resource nodes with machinery plugged into them, like a heavy duty welder.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    mouse, thats an EXCELLENT idea! Would be great so people can see that these res nozzles have a reason to exist besides giving res to the teams. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    models in HL should be placed where their center is lit by a believable amount of light... i wouldn't place these in a dark room, for instance. also, these are NOT ment to be placed on the ceiling since they would get in the way of the comm's view (altho it would be nice if there was a flag to make them invisible to the comm). if you want these to be climbable by skulks, they can be surrounded my a simple NULL brush that isn't touching the surrounding walls (otherwise HOM would occur).

    i like the idea of the 'extended' resource node - i'll see what i can do about this. i'll take some of crack's ideas as well. i have a decent amount of the first set done, so i dont think it will be too long before i'm finished with it.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    These are very good models. Using models as part of the architectural design is a good idea.

    However, the models you have created could be created within Worldcraft as brushes, and almost look the same. I think you could push the using models as architecture idea further by creating curved surfaces and that, things that us Half-Life mappers only dream of....!
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Wow, tommy, these are fantastic. Great work!
  • Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
    Nice , very nice! They most definetly capture the NS flavour, great work ! Im looking forward to the weathered set, i really like the old rusty look <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> heres a few models i was thinking of:
    -Medlab set: Operation table, medical cabinet , a small grouping of scathered surgery tools
    -Tool box, small generators , small grouping of scathered tools , portable emergency spolights, gunrack, cabinets for military equipement and armor

    hope to see the rest of the pack soon! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    great idea!
    g0g0g0 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Tommyd, you just frikkin' rock. I can't wait to see some of these, especially the Kelvin ones. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    I did some plants in the NS origin video preview thread and I'm just about to start on a robot model for ImaTarget. Feel free to pic up the stuff I've done around the forum and include em with your stuff.
  • BacksliderBackslider Join Date: 2002-11-01 Member: 3400Members
    <!--QuoteBegin--Revenant+Jan 29 2003, 06:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Jan 29 2003, 06:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why do things always look better as models? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Mesh Smoothing, which HL cannot do.
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    Actually its probably more related to high res textures in this case, as these models clearly don't use mesh smoothing
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Awww, these are amazing. I was thinking about doing something similar for my new map, but I could never do them as well as this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Carbon14+Jan 29 2003, 08:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Carbon14 @ Jan 29 2003, 08:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow..nice work.

    If these are used carefully in maps, they could look fantastic <!--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><span class='postcolor'> <!--QuoteEEnd-->
    ....! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    hope to see new great maps with this stuff! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    It looks like even the half-life engine now, which wasnt even made to have static meshes, is beginning to have tons of them. Its the way to go in new engines. Make something externally, then add it in seperately, sort of like class files in programming. It can make the world of difference, and it takes like no time to render
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    yes, alas you really need to be carefull with worldmodels because of the model lightning issues in HL. at least at the moment. i am still amazed at what the modders pull out of this old engine. look at the skulk in NS for example. can´t wait to see more worldmodels used in NS and HL mods in general. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    I've been waiting for this, man!
    Apart from the red arrows and lights everywhere they look very nice.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    these are really low poly right now, with 1 256x256 texture as the skin. i'll be making some curvey stuff like pipes, etc in the future. the hl model renderer is much better than it's bsp renderer, which allows for more poly's for less client-side cpu use. i think that is partially the reason these new engines (like UT2k3) are switching to model-based detailing instead of bsp-based. i don't know the impact each model will have on an NS server as a whole (right now if you have tons of brush ents and particle systems, etc, the server becomes bogged down). i'll have to experiment with them to see if a lot of them can bog a server down. obviously, we can have the amount that UT2k3 uses, but i think having a few here and there in a consistant theme (with proper lighting) will really improve the look of a map based in the HL/NS engine.

    these are the first models/skins ive done, so i will definitely be tweaking and detailing the skins later on as i learn more about skinning in general. i agree that the red detailing on the textures are to saturated/bright, so i'll be making them a lot more subtle. i'll try to get some in-game shots up on here sometime soon.

    (stupid forums, i posted this yesterday)
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    spot ligt models, chairs, fancy rails, ladders, steps (to fit into the corridor and give the correct clipping).

    All sort of stuff you could do that is importantly at the point where the hl grid is too big (anything smaller than 1).

    I think models of walls-with-fancy-bits is that last thing that would need to be world modelled but what you've got is pretty nice anyhoo.

    So get on with some of those ideas! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Model steps and ladders would be really usefull.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    How about some computer monitors/small work stations?
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    well basicly everything thats to complicated to do with worldbrushes or would eat too much wpoly as a worldbrush id think <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    holy thread redemption.
    What happened to this?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hey, i would like to see those models released
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    Amazing work! Hope to see this released soon. This actually gave me some inspiration to make my own "Static Meshes", though I have only basic skills in modelling. But its worth a try <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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