Upcoming Model Prefab Pack Preview
tommyd
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'>
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'>
Comments
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-->
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--
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-->
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.
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....!
-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-->
g0g0g0 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Mesh Smoothing, which HL cannot do.
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-->
Apart from the red arrows and lights everywhere they look very nice.
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)
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-->
What happened to this?