Worldmodels

PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
<div class="IPBDescription">instead of thirty remodelled shotguns...</div> Instead of the same weapons set being remodelled over and over, how about some love for the mappers? How about some worldmodels to spiff up maps?

Apparently, the problem with this is...

<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
<Delarosa> nobody makes them because they aren't being asked for... all the mappers ask for is "world models"... nobody has ANY idea WTH you mean....
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To which I responded...

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<Plaguebearer> complex control panels.  pipe assemblages.  bundles of wires.
<Plaguebearer> complex infestation models.
<Plaguebearer> infestation light growths
<Plaguebearer> broken versions of the TSA buildings
<Plaguebearer> bunks.  hanging vid screens.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Get to work.
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Comments

  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i call top bunk!
    ill get working on some bunks for you
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    hmm... *gets out get todo list*
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    System Shock 2 used a lot of models to add detail to its levels. Pretty much every computer console, pipe, control panel, or widget was a model rather than a piece of map architecture. If used properly they can add a lot of detail for a very low performance hit.

    For infestation models I'd like to see a bulbous lump that breathes or pulsates rhythmically like an organ, something that can be placed on the walls, floor or ceiling of a thoroughly infested hive to make it feel more alive.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    and this would be.. a.. w... rel.. eh? eh? *points at random guy like he should know what im talking about*
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    make 2 or 3.. make them a prel, and i'll add them to T2K's mapping section.


    remember, use wally to extract textures from the ns2.wad so they match and fit with the existing texture sets for the ns maps.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Some ideas I threw together in Photoshop.

    Remember also for worldmodels that hey need to look like they're part of the maps they're in... so fitting in with, for example, the yellgrey set, or the wall_lab set, would be nice.
  • BurncycleBurncycle Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Yes! YES YES! Worldmodels! I need more worldmodels!
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    do you guys mind if its just the model no skin or anything cuz thats about all i can do <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    just go ahead and make the model, it's not hard to mesh and skin world models, i'll take the large brunt of that job
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    A dropship and a fighter could be very sexy. I know I'd use it at least a dozen times, and I'm sure more mappers would too. (FYI, yes I did use the search thingamajig, and no dropship has been completed yet... grrr.)
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    here is my go at the flat panel no wires tho <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
    if anyone can tell me a good way to model wires i would orelse im stumped
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited February 2004
    cylinder with some cuts and move around the points at the cuts. not hard at all. I'm stumped on how those balls work though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    working on an infestation thing as i type this. looks basically like a chamber but upside down for the ceiling...seems to fit the style or should i be more original and make some crap up? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    Could the wires be a translucent texture placed on a plane?
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    made with a transparency? yeah, that's how the wire models that are standard with NS maps are. I doubt you'd need so many wires for just 1 screen <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    Yeah, like one for power and one for the video feed.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i come bearing pipes! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
    1/2
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    I'm putting money on "too high"
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    <!--QuoteBegin-frostymoose+Feb 26 2004, 09:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Feb 26 2004, 09:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm putting money on "too high" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That works...
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited February 2004
    that depends what is too high? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    and its prolly cuz i forgot to lower the number of sides on the main cylinder meh stupid me
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    Lower the cylinder's sides and delete the back faces, such as the bottoms of the bolts and the end plates.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    you <b>probably</b> don't need the bolts at all. they're 18 polys each (assuming they're 6 sided and have no backface) loads of polys you can shave off.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    ok will do but heres something more of the pipes <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
    now with valve action!
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    Saying "PC" would be pointless...
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    atleast your learning bijiy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    well i took the suggestion to get rid of bolts so pc on the double pipe the seconed pic i showed is 1200
    i think it would be best if i redid it
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited February 2004
    <!--QuoteBegin-Bijiy+Feb 27 2004, 01:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bijiy @ Feb 27 2004, 01:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Saying "PC" would be pointless... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hehe <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    some infestational stuff that can twitch around and such...

    <img src='http://venus.walagata.com/w/frostymoose/infestation.jpg' border='0' alt='user posted image' />

    just a viewport capture. far left is a lower Poly one...66 to be exact. the middle is 80. the one on the right is the same thing but for walls 80 triangles again. could add some polys to use for some of that good old transparent infestation. keeping it simple...
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    Think about the pipes in current maps and aim just a little bit higher than that.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    unlike me i see like anything i do it ends up way too high poly its best you guys dont ask me too do this stuff <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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