<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> really happy how this turned out. 106 polys. texture can probably be sized down a bit. I wish I could make the blue transparent for this picture <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Nice models guys.... Im a bit confused though... when you say world models are you talking about models like the thing on ns_origin in the biodome hive?
<!--QuoteBegin-Phyco+Feb 27 2004, 11:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phyco @ Feb 27 2004, 11:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think it would be good for a hl2 map >_< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm pretty sure that's how they do a lot of the detail for HL2.
without that pesky blue. yes, yes, you see some blue crap around the edges on the transparency at some parts but that's just my alpha map that I was using aparently since when i looked at my texture in photoshop and replaced the blue with yellow (blue would stand out with the insane contrast). I didn't see any blue around there so it must be my alpha
<!--QuoteBegin-frostymoose+Feb 28 2004, 01:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Feb 28 2004, 01:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> without that pesky blue. yes, yes, you see some blue crap around the edges on the transparency at some parts but that's just my alpha map that I was using aparently since when i looked at my texture in photoshop and replaced the blue with yellow (blue would stand out with the insane contrast). I didn't see any blue around there so it must be my alpha <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> can we get it to kinda "pulse" slowly? (120 frames... about 10 of which are movement)
even did the wire >_< <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Did you delete any unshown faces? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> probably the spheres and cyclinders that are the problem.
even did the wire >_< <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Did you delete any unshown faces? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> probably the spheres and cyclinders that are the problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, he needs to drop the side count and delte the ends on the cylinders since they don't show. That ought to drop say 150-250 polys give or take...probably more but heh...
The limit is because there are going to be structures, so the placed structures don't count. But, the hive, the CC and the res nodes (not the buildings, the nodes themselves) count towards the limit.
Anyone want to skin my poor spotlight? :'(
btw phyco, I love those monitors <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> could you please have the screen off? so we add an overlay there and we add the image over it as a map brush without having 7000 versions around with different images on it.
Infested things, broken things, wall panels (like in tanith), hanging wires that move, pipes..
Nice bubbles Dark soul btw (release!) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . And Plaguebearer you got pretty good concepts there, design some more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> That pool-like thing would be awesome if modeled and skinned properly.
About pipes, i just got an idea. Instead of making a model of a lot of pipes together, wich is high-poly and hard to fit in a map architecture, why not make a set of pipe "parts". You know like when u buy real pipes, you buy parts and have to assemble them. I mean, it would be cool to have an horizontal pipe, a vertical pipe, a 90? turn, a section of an horizontal pipe with a valve, a section of a vertial pipe with a valve, etc etc.. (mmh i dont remember if we can rotate models in every direction with map editors, if we do ignore the horizontal/vertical variants)
This way mappers would be able to "assemble" parts the way they like it and keep track of the epoly limit. It should be low poly enough so we can have at least 4-5 parts somewhere in a map without hitting the limits.
It's just a idea/suggestion, another good thing about it is that it can be used many times in different maps, and still doesnt look repetitive cause its not everytime the same shape. Different skins to play with can help this also.
<!--QuoteBegin-Droggog+Feb 28 2004, 12:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Droggog @ Feb 28 2004, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> About pipes, i just got an idea. Instead of making a model of a lot of pipes together, wich is high-poly and hard to fit in a map architecture, why not make a set of pipe "parts". You know like when u buy real pipes, you buy parts and have to assemble them. I mean, it would be cool to have an horizontal pipe, a vertical pipe, a 90° turn, a section of an horizontal pipe with a valve, a section of a vertial pipe with a valve, etc etc.. (mmh i dont remember if we can rotate models in every direction with map editors, if we do ignore the horizontal/vertical variants) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Remember we mappers have more limits than epoly restrictions. Entity count, for example. The maximum amount of entities allowed in a map is 275, as you may or may not know.
Anyway, I love this thread. I want more stuff! I'm gonna add lots of alive infestation in my hive. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Well, heres a little concept thing Im working on.. Lots of Pipes, unfinished lighting and such. Everything is low polygon, and everything will be individually made into an MDL. basically the idea Im playing with is actually making a small environment in order to get the shapes and sizes of the pipes to look good together rather than just playing with cylinders without having a clear picture of what I want to do.. Sooo.. here we have a very industrial looking render...
Comments
edit: maybe I'll have to buy milkshape
<b>Will Need:</b>
bones (at least one)
Animation (only one)
.mdl format
readme and/or credits file.
under 2,000 poly
<a href='http://www.thrill2kill.com' target='_blank'>Hosting</a>
<b>Won't Need:</b>
multiple animations.
multiple reference smds (poly limit is low enough)
<img src='http://www.nsarmslab.com/chrono/images/piperender.jpg' border='0' alt='user posted image' />
I'm pretty sure that's how they do a lot of the detail for HL2.
Great work guys. Keep it up.
Random things are good as well. U make it and someone will find a use for it.
even did the wire >_<
can we get it to kinda "pulse" slowly? (120 frames... about 10 of which are movement)
if you need somone to do it, i can help...
even did the wire >_< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Did you delete any unshown faces?
even did the wire >_< <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Did you delete any unshown faces? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
probably the spheres and cyclinders that are the problem.
i love that mini hive looking thing it looks liek a new hive is growing
Bad Animations (by me) and Compiled... on T2K
even did the wire >_< <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Did you delete any unshown faces? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
probably the spheres and cyclinders that are the problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, he needs to drop the side count and delte the ends on the cylinders since they don't show. That ought to drop say 150-250 polys give or take...probably more but heh...
Anyone want to skin my poor spotlight? :'(
btw phyco, I love those monitors <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> could you please have the screen off? so we add an overlay there and we add the image over it as a map brush without having 7000 versions around with different images on it.
Infested things, broken things, wall panels (like in tanith), hanging wires that move, pipes..
Nice bubbles Dark soul btw (release!) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . And Plaguebearer you got pretty good concepts there, design some more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> That pool-like thing would be awesome if modeled and skinned properly.
About pipes, i just got an idea. Instead of making a model of a lot of pipes together, wich is high-poly and hard to fit in a map architecture, why not make a set of pipe "parts". You know like when u buy real pipes, you buy parts and have to assemble them. I mean, it would be cool to have an horizontal pipe, a vertical pipe, a 90? turn, a section of an horizontal pipe with a valve, a section of a vertial pipe with a valve, etc etc.. (mmh i dont remember if we can rotate models in every direction with map editors, if we do ignore the horizontal/vertical variants)
This way mappers would be able to "assemble" parts the way they like it and keep track of the epoly limit. It should be low poly enough so we can have at least 4-5 parts somewhere in a map without hitting the limits.
It's just a idea/suggestion, another good thing about it is that it can be used many times in different maps, and still doesnt look repetitive cause its not everytime the same shape. Different skins to play with can help this also.
Keep up the good work!
Remember we mappers have more limits than epoly restrictions. Entity count, for example. The maximum amount of entities allowed in a map is 275, as you may or may not know.
Anyway, I love this thread. I want more stuff! I'm gonna add lots of alive infestation in my hive. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->