I Would Like

US-cobra-VUS-cobra-V Join Date: 2003-08-10 Member: 19339Members
<div class="IPBDescription">prefab or something</div> to get a prefab of a dropship or something similar. i wanna impliment it into my map as a ship that dilivers stuff. but i have no clue how to make one. so a prefab or something would be appreciated.

thx

Comments

  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--=US-cobra-V=+Oct 31 2003, 03:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (=US-cobra-V= @ Oct 31 2003, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> to get a prefab of a dropship or something similar. i wanna impliment it into my map as a ship that dilivers stuff. but i have no clue how to make one. so a prefab or something would be appreciated.

    thx <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Are you talking about just a brush recreation of a dropship, a model? A moving dropship? Be more specific. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • cyNickalcyNickal Join Date: 2003-10-14 Member: 21677Members
    i would strongly go against a "brush based" dropship because they can look nasty and reduce you r_speeds <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    so it would have to be a model... lets hope tere someone out there with modelling skills and reads this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • US-cobra-VUS-cobra-V Join Date: 2003-08-10 Member: 19339Members
    it doesn't need to move.

    let me try to explain this,

    i have a part in my map that represents a cargo storage. next to that room i have a smaller room. i wanna place an airlock (door-->short hallway----> door-----> dropship)there that will be halfway open (like it is broken and can't close or open completly anymore) so behind those 2 doors you should see a square box filled with crates.that should represent the cargopart of the dropship (i'm gonna put a window next to the airlock so you can see space and the dropship connected to the map. (some eyecandy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )

    so you tell me if i need a model or brush based. i haven't got a clue. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    thx <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited October 2003
    <!--QuoteBegin--=US-cobra-V=+Oct 31 2003, 05:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (=US-cobra-V= @ Oct 31 2003, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it doesn't need to move.

    let me try to explain this,

    i have a part in my map that represents a cargo storage. next to that room i have a smaller room. i wanna place an airlock (door-->short hallway----> door-----> dropship)there that will be halfway open (like it is broken and can't close or open completly anymore) so behind those 2 doors you should see a square box filled with crates.that should represent the cargopart of the dropship (i'm gonna put a window next to the airlock so you can see space and the dropship connected to the map. (some eyecandy.  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )

    so you tell me if i need a model or brush based. i haven't got a clue.  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    thx  <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'll make one for you, give me a few days.

    EDIT* I'll make you a BRUSH BASED ship. Though it might be best if you make your own, you know what you want more than I do.

    ~ DarkATi
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Surely some sort of cargo ship or freighter would be more appropriate. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <a href='http://www.angelfire.com/scifi2/space_ape/' target='_blank'>http://www.angelfire.com/scifi2/space_ape/</a>
    Like that?

    "It varies between 25-32 solids and uses 4 textures (128X128, 128X128, 64X128, 64X128) + light textures if there visible. its quite big , 1056 long ,832 wide , 352 high. Plenty of room for 16 marines"
  • US-cobra-VUS-cobra-V Join Date: 2003-08-10 Member: 19339Members
    thx, it doesnt need to be too big. if the cargoplace is big enough to place some crates and a soldier or 2 in it it's fine. it's more ment as eyecandy then it is as a place that will have high traffic. it might me a good place to set a sc or maybe a siege, as it will be easier to protect then the other areas.

    i think i'm gonna connect it to my map from the side, like that you will have a clear view of the ship through the window.


    thank you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    /me checks topic



    I can do a model based one in a few days, just need the dimesions (Realitive size as to stock marine please)
  • US-cobra-VUS-cobra-V Join Date: 2003-08-10 Member: 19339Members
    what is the difference between a model based and a brush based one?
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Model-based ones are made with a modeling program (like milkshape or 3dsmax). Generally, they are more detailed. All polies from models in-game are "epolies", and don't have as much of an effect on framerate as wpolies. However, they don't have any clipping information (shouldn't be a problem in this case), or lighting information (might have an impact).

    Brush-based dropships are made with a mapping program (like VHE or QuArK), and are harder to detail because of the way map editors work. Also, their polies are counted as "wpolies", and these carry more weight on the framerate. But when you use a brush-based dropship, it will be lit according to the lights around it, with shadows if there should be any.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    You could use a func_wall made invisible with the ZHLT flags set to opaque if you want shadows/clipping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • US-cobra-VUS-cobra-V Join Date: 2003-08-10 Member: 19339Members
    well, both of you can make me one. who knows, i might use them both. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    as for dimensions, just do what you feel like, i can always scale it down, can't I?
  • cyNickalcyNickal Join Date: 2003-10-14 Member: 21677Members
    ahh the horrible world of detailed prefabs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I thought you wanted the dropship to move around, my bad. In which case a brush based ship can be ok providing, as kage mentioned, can be a problem but the space ape is a good prefab <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Just make sure your polies are as low as possible for those two rooms... without killing too much of the detail of course <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • US-cobra-VUS-cobra-V Join Date: 2003-08-10 Member: 19339Members
    actually, that room next to it already has a bit more them 500+ wpolies. and there is almost nothing in there. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <!--QuoteBegin--[watch.me.die]+Nov 1 2003, 04:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Nov 1 2003, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You could use a func_wall made invisible with the ZHLT flags set to opaque if you want shadows/clipping <!--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-->
    If you're going to go that far, why not use a brush based one?
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I made one for a very old map, but I think it got deleted in my recent format <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    <!--QuoteBegin--Kage+Nov 2 2003, 02:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Nov 2 2003, 02:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[watch.me.die]+Nov 1 2003, 04:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Nov 1 2003, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You could use a func_wall made invisible with the ZHLT flags set to opaque if you want shadows/clipping <!--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-->
    If you're going to go that far, why not use a brush based one? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It won't look as good <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • US-cobra-VUS-cobra-V Join Date: 2003-08-10 Member: 19339Members
    so, how are the 2 of you doing? <!--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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