[mrel] Tsa Infantry Portal

BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
edited January 2004 in NS Customization
sorry for late release. Textures have to stay as is becuase PL never changed them. They are good mind you, but the tsa writing could be better. Anyway w/o further ado,
<img src='http://www.bai.elixant.com/infport.gif' border='0' alt='user posted image'>
<a href='http://www.bai.elixant.com/TSA_Inf_Portal.zip' target='_blank'>T.S.A. Infantry Portal</a>

*edit* And please people i still want sounds for my Turret Factory! I'm not good with making sounds, please someone!

Comments

  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    looks.......... different..
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    This model has definitely earned my seal of approval. Nice work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--cHIs-+Jan 17 2004, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cHIs- @ Jan 17 2004, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks.......... different.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    exactly what i wanted; different.

    and thanks jaeger
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    LOL NICE!

    <a href='http://www.nsarmslab.com/details/bashhinfport.zip' target='_blank'>Nsarmslab.com Mirror</a>
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--BigBull+Jan 17 2004, 10:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Jan 17 2004, 10:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> LOL NICE!

    <a href='http://www.nsarmslab.com/details/bashhinfport.zip' target='_blank'>Nsarmslab.com Mirror</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thanks for mirror but you might wanna change TXT file to read Ns arms lab too. (make sure no one's jippin me you see)
  • 2Dd2Dd Join Date: 2003-09-27 Member: 21246Members
    does the marine come out?
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--2-D+Jan 17 2004, 11:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2-D @ Jan 17 2004, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> does the marine come out? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    lol marine is just for a reference so you can see relative size... and i've tested it ingame, the hoop does *NOT* block your movemen
  • vinnyrulez270vinnyrulez270 Join Date: 2002-11-11 Member: 8235Members
    looks awsome a gotta-test-model
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    Nice nice! Im gonna use it now! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DeronokDeronok Join Date: 2003-03-17 Member: 14613Members
    Very nice looking.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    a little idea to make it seem more possibal make the loop thing kind of transperant so it looks like a hologram kind of thing then it would make sense when you go right threw it
  • Black_ViperBlack_Viper Join Date: 2003-12-08 Member: 24157Members
    <!--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-->a little idea to make it seem more possibal make the loop thing kind of transperant so it looks like a hologram kind of thing then it would make sense when you go right threw it <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Great Idea, I think that this man is on to something!!!!
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • MilitaryPoliceMilitaryPolice Join Date: 2003-10-12 Member: 21623Members
    Although I very much like the whole ring thing going up in down, it looks like the marine would trip over cause of that thing in his way. And since in game when building spawns they spawn facing different directions, it doesnt look "as" cool as it could if you could all face them one way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Ill use it when i get a better graphic card, my fps is like 15 and im cant afford to go lower...
    Im keeping brig's models no matter wut though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    Looks nice, however it would be cool is the ring would glow brightly, then then go back to a faint glow <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    Awesome but... telefragging to the MAX! ~_^
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    That brings up a point, do you just walk through the top? Hitboxes I would assume :|
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    I'm not sure about some of the questions/comments.

    first off, the making the ring holo? no, because that cant be, it's mechanical, if it was holo it wouldn't make sense. and what i wanted in the sense of animatins, was that the ring would only go up then down when someone was spawning. I couldn't work that out so instead it does that continuously.

    Also as i've said, I've tested in game, it works fine.
  • Azrael2709Azrael2709 Join Date: 2003-05-27 Member: 16760Members
    I have a problem with it: It seems that the ring doesn't go up and down just when the marine spawns. It's idle animations seem to have the ring go up and down too, but they are buggy. It seems that after the ring goes up and down twice, the third time it resets in the middle of the animation, and looks akward. Is this intended?
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Azrael2709+Jan 18 2004, 02:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Azrael2709 @ Jan 18 2004, 02:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have a problem with it: It seems that the ring doesn't go up and down just when the marine spawns. It's idle animations seem to have the ring go up and down too, but they are buggy. It seems that after the ring goes up and down twice, the third time it resets in the middle of the animation, and looks akward. Is this intended? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    "what i wanted in the sense of animatins, was that the ring would only go up then down when someone was spawning. I couldn't work that out so instead it does that continuously."

    i realise it doesnt go up only on spawn, couldnt get it to only do that then. and the spurratic changing of animations is in the programming, for some reason it keeps switching animations ingame... dont understand it but oh well, it's only noticable if you aren't worried about the game.
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