[mreq] Work Light Model

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">For ns_sepulcher</div> Hey guys, long time since I've been here. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

I'm in need of a model for my next NS mapping endeavor, ns_sepulcher. I figured I'd come to you guys and see what you could come up with. I guess you can think of it as a 'contest' of sorts... Whoever does the best job gets a model in my next map. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Here's what I'm looking for:

I need a work light model. It should be about player-sized or slightly shorter (64-72 units, roughly) and stand on a tripod base. I'm thinking visually something like a Yamaha Stadium drum stand... I've included a link to a reference shot of this at the end of this post. There should be two round lights attached to the top via a small crossbar and they should each angle out 10 or 15 degrees from the middle and angle down about 15-20 degrees. The exact measurement there doesn't matter, but I need to know -exactly- what it is to match up the lighting with it later. There should be an extra flat polygon over each light fixture itself.

For a skin, it should be your standard grungy yellow painted metal, little bit of rust here and there. The flat polys over each light should be additive render mode so the lights will actually appear to be glowing. Use whatever resolution you think is a reasonable compromise between overall image quality and file size/texture memory.

Here's the tripod reference:
<a href='http://yamaha.com/yamahavgn/Images/BandOrchestra/Product/Main/rmhrdwr.gif' target='_blank'>http://yamaha.com/yamahavgn/Images/BandOrc...ain/rmhrdwr.gif</a>
Note the two linked legs in the back and the independent leg in the front. I don't need anything that exagerrated pose-wise, but that's the idea behind the mechanism.

I've been seeing some really sweet stuff here lately, so I know at least one of you will come through. I hope. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Thanks
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Comments

  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    how many poly are we heading for?
  • BurncycleBurncycle Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
    Would a TSA standard tripod (those on the sentry turrets) with extended neck to give the height needed for the lights do?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited September 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->how many poly are we heading for? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ooh, right, my bad. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I would think 150-200 would be plenty, but there can be a little leeway... chair1.mdl is 251, for example. At most there will be 2 of these in a scene, so that seems a reasonable amount while still allowing for plenty of buildings.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Would a TSA standard tripod (those on the sentry turrets) with extended neck to give the height needed for the lights do? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Without seeing it, I can't say for certain, but it's an interesting thought.
  • BurncycleBurncycle Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
    edited September 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Without seeing it, I can't say for certain, but it's an interesting thought.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    *edit* sorry I forgot about the round lights part and made them square, but it can be changed. Thats not final, just a concept idea so you can tell me if you like the basic shape. If you don't like the looks of using a TSA sentry turret tripod, the modellers here can always invent something else. Many are learning and would love a simple project like this
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Hmm, not bad. Light shape aside, though, it doesn't look horribly sturdy - looks like it was designed for something a lot shorter, which is was. I'd say if that was going to work, the center bar would have to be extended to make contact with the leg supports and the legs themselves would have to be lengthened and bulked up just a bit so as to actually have a bit of balance. Other than that, not too shabby. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • niknito123niknito123 Join Date: 2003-09-09 Member: 20681Members
    <!--QuoteBegin--KungFuSquirrel+Sep 16 2003, 06:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Sep 16 2003, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, not bad. Light shape aside, though, it doesn't look horribly sturdy - looks like it was designed for something a lot shorter, which is was. I'd say if that was going to work, the center bar would have to be extended to make contact with the leg supports and the legs themselves would have to be lengthened and bulked up just a bit so as to actually have a bit of balance. Other than that, not too shabby. <!--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-->
    its NS, its in the future. in ns, anything is possible, and in the future, metal is MUCH stronger.......
    DUH! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • farcryfarcry Join Date: 2003-06-22 Member: 17614Members
    its not how strong it is, its that if someone so much as looks at it funny it will fall over and break <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • killer_oliekiller_olie Join Date: 2002-12-20 Member: 11209Members
    edited September 2003
    Well... i had a go. Here:

    <img src='http://www.killerolie.pwp.blueyonder.co.uk/screen/lightstand.jpg' border='0' alt='user posted image'>

    Doesn't look very good but i tried to keep it low poly, i've also left off the lights as i don't really know what they should look like. Only 248 polys all together and i can get rid of 84 by removing the front bar thing... I could also change the joiner bars to just two boxes if the poly count is to high.
    :Edit: middle bar didn't look long enough.. extended it and are updating picture.. :Edit:

    :Edit2: Had a go at the lights...

    <img src='http://www.killerolie.pwp.blueyonder.co.uk/screen/lightstand2.jpg' border='0' alt='user posted image'>

    :Edit2:

    What do you think?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Hey, olie, that leg mechanism looks good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Only complaint is the front leg - it's designed to slide up and down the central bar, and in this case should be lowered as to establish a full tripod form on the ground. The only reason it was up so high in the picture was the fact that the drum on the stand was in stadium stands.

    On another note, due to recent developments, I need a skinned .mdl version of this model <b>as soon as possible</b>. Whoever can get me the best one by, say, Friday will be the one whose model is included with the map. I know it's soon, but I've got to get some things done on this map VERY soon.

    olie's got the right leg structure, and burncycle has the right idea on the light fixtures save for angling them out a bit (10 degrees from center on each should be perfect) and making them round bulb encasings. May the best model win. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • killer_oliekiller_olie Join Date: 2002-12-20 Member: 11209Members
    edited September 2003
    Ok, made a few adjustments...

    <img src='http://www.killerolie.pwp.blueyonder.co.uk/screen/lightstand3.jpg' border='0' alt='user posted image'>

    Is that what u meant by round bulb encasings? Also i can't skin very well..

    :Edit: 360 polys all together, i can think of a few ways to reduce it if ya want :Edit:
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    Lookin good, olie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    i cant see how that is 360 polys <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • killer_oliekiller_olie Join Date: 2002-12-20 Member: 11209Members
    Its all in the poles <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->, actually thats seems pretty high to me too, Hmmmm.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I think I'd rather see a 12-sided cylinder for the lights instead of the hexagon it is now... too angular. Other than that, looking pretty good. Definitely think you should drop the polys if at all possible, though.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I hate to resurrect this topic, but regardless of who makes it, I -need- a finished version of this model as soon as is humanly possible for implementation in my next NS map. Sooner the better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    edited September 2003
    if you give me a color theme for the metal and such i can model/skin it for you asap.

    /edit nm i reread your post. sorry.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    edited September 2003
    I don't know how to add bones.. sorry. All it needs is compiling so most of the work is done.

    <a href='http://enforcer.onestop.net/light.zip' target='_blank'>download</a>

    /edit.. sorry about the quality of the skin. If you feel the need to chop it go ahead.
  • DocterJDocterJ Join Date: 2003-04-09 Member: 15357Members
    wouldnt it be better in .mdl format?
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    What about something like these. This particular model is Kinda high for a Map model (800), but if you like the basic look, I can reduce the polygon count to about 350..
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    <!--QuoteBegin--DocterJ+Sep 26 2003, 05:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DocterJ @ Sep 26 2003, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wouldnt it be better in .mdl format? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i'll do you a favour and just ignore that. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited September 2003
    Wow, BrigadierWolf, it's not what I initially had in mind, but I -love- that model! If you can get the poly optimizations and someone to skin it, I want it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> My only concern would be angling the two lights down about 10 degrees and out about another 10 degrees... they'll be actual sources of light within the map and those angles will help keep things a bit less bog-standard, you know?

    (Edit: I just noticed some more of your other threads - you can definitely skin it yourself. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Don't mind me... )
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The flat polys over each light should be additive render mode so the lights will actually appear to be glowing<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    ... Just a question.. How do you do that? probably a dumb question, But I honestly cant remember anything like that.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    its like the lasers mounted on guns. make a seperate bmp skin bit for the glowing bit and in a modified hlmv u can set it. correct me if im wrong or if theres an easier way.
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    Where can I get this Magic HLMV? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    No, seriously, I didnt know there was a different one.. do you have a link to the site for it?
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    yea just let me look a sec i cant find link but ive attached it
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    Also, Squirrel, What Size texture do you want? 512x512, or 256? Its gonna have to be more than 1 texture if you want 256
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    well its gotta be a min of 2 textures because you have to have the additive skin on another bmp file.
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    True.. Forgot about that. Still, I can fit everything other than the bulb onto a single 512x512 texture and have it be very sharp looking, It would need 2 256x256 textures to fit everything, and it wouldnt look nearly as good...

    And Damn, that version of HLMV is awesome... Its got all the features I always wished regular HLMV had.. Thanks for the heads up.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    yea i use it for weapon origins, it makes my life much easier <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    Hey, I finished the model, Its all compiled.. Anyone have somewhere I can upload it? I dont wanna use Sams mirror cause Its not actually a replacement model.
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