Worldmodels
Plaguebearer
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....
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
To which I responded...
<!--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-->
<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.
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....
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
To which I responded...
<!--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-->
<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.
Comments
ill get working on some bunks for you
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.
remember, use wally to extract textures from the ns2.wad so they match and fit with the existing texture sets for the ns maps.
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.
if anyone can tell me a good way to model wires i would orelse im stumped
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-->
1/2
That works...
and its prolly cuz i forgot to lower the number of sides on the main cylinder meh stupid me
now with valve action!
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
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...