<!--QuoteBegin-NEX9+Jul 1 2005, 10:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEX9 @ Jul 1 2005, 10:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i got to totally disagree with you bash, basicaly if enough parts, enough indovidual parts are made, parts that slot into all most all maps, then you have, just made a huge lego set, and custom maps will be made that people thrive to play on and will be more prodominately out there and known to the community <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That's not very useful for the half-life one engine, just because of how map models lack interaction. If we were talking about for ns:s then random props would be more common, also if you're talking about things that are placed in maps that have to be a set size, then no because most modellers don't really know what that size is, and even if they do, the mapper might not want that part of his map with that size. It just makes more sense to keep it on a per-request basis since the majority of HL1 maps should be brushed, not modelled.
but now I now we definetely should stop comparing modelling with mapping. facts are (thats how I see it but your opinion may differ):
mapping: - takes AGES to complete a playable map, the amount of work that can be done on a single we is rediculous in most cases - can be done by one person without extras (but it wont kick **** that much then <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->) therefore you get the best possible result - takes ages to fix all the errors - you will need a lot of feedback from other people to improve the map, so you arent as independing in creating your stuff like it seems - mappers dont think the "once done its finished"-way - no server=no map. you need some serious support to at least show the map to other people - the result can be very enjoyable and the "creation time vs. playtime" factor is high (when the map gets played) - you get the chance to create yourself a "momument" within ns and thats the point where you can "force" players to play your baby
modelling: - you get results very fast, one weekend and you even will be able to create a concept weapon without reference from scratch - you will need some support to get some things done if you cant do it yourself - the final product may not as good as you exspected it to because some people "arent skilled enough" - you dont need to fix much (and many dontwant to fix the small probs either) - customodels dont need an extra server to be seen (until the admin turns mp_consistency to 1 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) - the result can be cool but in my eyes it doesnt last long,if anyone dont like the style of the weapon he will NEVER use it - the only chance to see a custom model again is in a separate mod
that is just something that came to my mind. when you read it carefully you will notice positiv and negative aspects mixing up. its not about comparing two different hobbies to be more effective to another. its just about skills and likings. just in case somebody got me wrong here.
but I disagree with snappy crunch in one thing: you wont find a decent mapper creating a map guided y the skin of a model/skins of models. thats exactly the point, custommodels have to STICK OUT of the style of the map. otherwise we could just skin a model using ns.wad and ns2.wad.
however, if you dont believe me yet (how dare you XD) just download the latest version of ns_source listed in my signature, install it (ergo COPY it), start a lan game and take a look at what a sick mind can do. and Im shure you will understand.
maybe it sounds kinda bigheaded but in my case the border between mapper and modeller is kinda narrow, thats why I can understand most of the guys around creating stuff.
One thing I disagree with Gravman on: Modelling isn't just a an open and shut case, you need to optimise the tricounts too. Some (better) Modellers, just like (better) Mappers will say that optimisation of tricount/r_speeds is something that you should get into the habit of doing as you create your baby, but it does take practise.
P.S. Sorry for missing out the Animators, I knew there was yet another element to Modelling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
---
There is demand for Models but Mappers aren't vocal enough in the Modelling Forum. I had a stint of reging the Modelling Forum for a whilme but I must admit that I got tired of unfinished projects and <i>Giant Milkshake</i> player models...
I didnt meant optimizing the polycount on models because I didnt meant "r_speeds" optimizing on the mapping part. in my eyesthis belongs to the "main work" you will have to do. most of the time polycount on models arent that important, as long as you stay under the limit. on a map every 10 polies is worth working them out.
once you finished a model you wouldnt work on the body because you would have to change the mesh and the skin, depending on how far you got. there is no limitation in working on the entire architecture of a map but thats because texturing solids in vhe is much easier than meshing and skinning a model.
the more people think and discuss about it the more they will realize that you cant compare this two topics. thats why this quiet "war" between those factions isnt worth anything. and it doesnt benefit anyone.
to say something more related to the topic: Im currently working on some "prefabs". in my case work is pretty effective. I create a modl once, export it, mesh skin, voila. oh wait, ns: source is coming, so why bother with a custom world model pack? never mind! the models are created as part of a parametric environment. that means the models can be exported in any "resolution" I want them to. so there is not difference in creting a high, medium or lowpoly model. the only difference would be the mesh and the skin. the mesh would have to be changed completely. the skin could be "recycled" as long as the creator starts his textures in a bigger scale.
btw: I created a player model scaling "map" someone requested but I havent releasedit yet. would be a great help for people to check their models to fit the original sizes, to chekc if the lighting on the models look right...
I'll admit right now that this entire thread is my fault, i've been idle too long on this project, distracted by other things. But, that was the old Mr. Headcrab. The miner's skin will be done by this time tomorrow, if not, than i shall depart.
<!--QuoteBegin-Mr Headcrab+Jul 3 2005, 05:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr Headcrab @ Jul 3 2005, 05:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll admit right now that this entire thread is my fault, i've been idle too long on this project, distracted by other things. But, that was the old Mr. Headcrab. The miner's skin will be done by this time tomorrow, if not, than i shall depart.
6:33 AM EST
Sun, July 03, 2005 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> no its just something I noticed after having the xx.th skinner messing around with my models <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Kaine+Jul 4 2005, 10:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Jul 4 2005, 10:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this conversation is entirely pointless. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> there are 3 answers for this statement:
1. you cant read (implausible) 2. you have some kind of rare eye injury (might be) 3. you do have a crappy web-browser that messes up posts in this thread
btw: there are other pointless things happening in the world. and you cant stop them either XD
currently working on some medium detailed worldmodels. stay tuned. at elast something NOT pointless that happens.
<!--QuoteBegin-Mr Headcrab+Jul 5 2005, 04:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr Headcrab @ Jul 5 2005, 04:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> pretty good for 30 hours straight of work <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Very nice.
What's the arm for, though?
Reminds me of an old, old cartoon where the "bad guys'" big robots were almost always made up of smaller vehicles that would come together and the "good guys" would have to beat them with their different vehicles... Used to be on Saturday mornings or somesuch. More than ten years ago...
It's got a good sense of mass and looks very much like it has a purpose, which are both important.
Why not make a "Official-Mapmodels-release-thread - Models for mappers"
Small stuff - Liquid-containers - Loaders - Vehicles ( Headcrabs for example ) - Consoles/Screens - Cables/Pipes - Chairs/Tables - Doors ( Open / Closed / Destroyed / Destroyed&passable ) - Destroyed stuff - Those round "specimen-containers" - Fans
Just like Prefabs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Wolf Kahler+Jul 5 2005, 11:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolf Kahler @ Jul 5 2005, 11:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's got a good sense of mass and looks very much like it has a purpose, which are both important. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> its a mining vehicle. it drills holes in the rock so you can blow it up. I really should update ns_source so the vehicle can be seen asap.
model: Lt. Gravity UVW map: Obst skin: Mr. Headcrab (FTW!!!)
you see, its pretty amazing what you can achieve with some teamwork. I love this model to death!
@ slith: because we dont have anything complete yet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I know i'm sounding nit picky, but it really is the NS customization forum's fault for this; it's not a mesh, it's a UVW map. A mesh is the actualy cage of the model.
<!--QuoteBegin-BAshh+Jul 5 2005, 04:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BAshh @ Jul 5 2005, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know i'm sounding nit picky, but it really is the NS customization forum's fault for this; it's not a mesh, it's a UVW map. A mesh is the actualy cage of the model. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> sorry, my fault.
@ aonomus: no way. otherwise one would have to create a working hitbox. thats just too complicated and the work wont be worth it.
FYI there's a vent that goes over the top for you to admire Grav/Obst/MrH's work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Slith+Jul 5 2005, 02:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Slith @ Jul 5 2005, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why not make a "Official-Mapmodels-release-thread - Models for mappers"
Small stuff - Liquid-containers - Loaders - Vehicles ( Headcrabs for example ) - Consoles/Screens - Cables/Pipes - Chairs/Tables - Doors ( Open / Closed / Destroyed / Destroyed&passable ) - Destroyed stuff - Those round "specimen-containers" - Fans
Just like Prefabs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, you can ride that idea for about a month, and a mod will finally find out that the community wants it. But then it will be misused/ignored that its there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
if its generic it can be used on any map, dont forget that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Small stuff - Liquid-containers - Loaders - Vehicles ( Headcrabs for example ) - Consoles/Screens - Cables/Pipes - Chairs/Tables - Doors ( Open / Closed / Destroyed / Destroyed&passable ) - Destroyed stuff - Those round "specimen-containers" - Fans
Just like Prefabs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, you can ride that idea for about a month, and a mod will finally find out that the community wants it. But then it will be misused/ignored that its there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Why not ride the idea together and actually use it?
I know... I'm too much of an optimist... [EDIT] Novacaine, can we see your models from a different angle ( not from front )? Looks good right now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> [/EDIT]
As Delarosa mentioned in the first thread, models have been created for maps. Mostly on an individual by request basis; one of the problems is the lack of people who can complete a project from start to finish. Few people want to UVW map someone elses work because they are simply busy, or also valid, they just don't want to.
<!--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-->Well, you can ride that idea for about a month, and a mod will finally find out that the community wants it. But then it will be misused/ignored that its there <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What do you need a mod for?
Create the thread, if it's helpful and doesn't go off topic, then it will get stickied. You don't have to wait for one of us to make it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--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-->Novacaine, can we see your models from a different angle ( not from front )? Looks good right now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's as much of an angle I can give it. There's no back, since I needed to cut down on polycount, and 99% of the time the grate is good to have, since the model shouldn't be passable, and a grate gives a good excuse.
I'm like 50% done with a quick door model. These things don't take very long, I just get caught on how I want to make them.
It can allow for higher detail than using brush-entity polygons, but it's really up to the mapper if they want to use ambience models or make the door themselves.
The red lines mark where the top/bottom of the doorframe should be.
Novacaine, please add your stuff to the thread as soon as it's ready, it's more than welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
That's not very useful for the half-life one engine, just because of how map models lack interaction. If we were talking about for ns:s then random props would be more common, also if you're talking about things that are placed in maps that have to be a set size, then no because most modellers don't really know what that size is, and even if they do, the mapper might not want that part of his map with that size. It just makes more sense to keep it on a per-request basis since the majority of HL1 maps should be brushed, not modelled.
but now I now we definetely should stop comparing modelling with mapping.
facts are (thats how I see it but your opinion may differ):
mapping:
- takes AGES to complete a playable map, the amount of work that can be done on a single we is rediculous in most cases
- can be done by one person without extras (but it wont kick **** that much then <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->) therefore you get the best possible result
- takes ages to fix all the errors
- you will need a lot of feedback from other people to improve the map, so you arent as independing in creating your stuff like it seems
- mappers dont think the "once done its finished"-way
- no server=no map. you need some serious support to at least show the map to other people
- the result can be very enjoyable and the "creation time vs. playtime" factor is high (when the map gets played)
- you get the chance to create yourself a "momument" within ns and thats the point where you can "force" players to play your baby
modelling:
- you get results very fast, one weekend and you even will be able to create a concept weapon without reference from scratch
- you will need some support to get some things done if you cant do it yourself
- the final product may not as good as you exspected it to because some people "arent skilled enough"
- you dont need to fix much (and many dontwant to fix the small probs either)
- customodels dont need an extra server to be seen (until the admin turns mp_consistency to 1 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
- the result can be cool but in my eyes it doesnt last long,if anyone dont like the style of the weapon he will NEVER use it
- the only chance to see a custom model again is in a separate mod
that is just something that came to my mind. when you read it carefully you will notice positiv and negative aspects mixing up.
its not about comparing two different hobbies to be more effective to another. its just about skills and likings. just in case somebody got me wrong here.
but I disagree with snappy crunch in one thing:
you wont find a decent mapper creating a map guided y the skin of a model/skins of models.
thats exactly the point, custommodels have to STICK OUT of the style of the map. otherwise we could just skin a model using ns.wad and ns2.wad.
however, if you dont believe me yet (how dare you XD) just download the latest version of ns_source listed in my signature, install it (ergo COPY it), start a lan game and take a look at what a sick mind can do. and Im shure you will understand.
maybe it sounds kinda bigheaded but in my case the border between mapper and modeller is kinda narrow, thats why I can understand most of the guys around creating stuff.
P.S. Sorry for missing out the Animators, I knew there was yet another element to Modelling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
---
There is demand for Models but Mappers aren't vocal enough in the Modelling Forum. I had a stint of reging the Modelling Forum for a whilme but I must admit that I got tired of unfinished projects and <i>Giant Milkshake</i> player models...
I didnt meant optimizing the polycount on models because I didnt meant "r_speeds" optimizing on the mapping part. in my eyesthis belongs to the "main work" you will have to do.
most of the time polycount on models arent that important, as long as you stay under the limit. on a map every 10 polies is worth working them out.
once you finished a model you wouldnt work on the body because you would have to change the mesh and the skin, depending on how far you got. there is no limitation in working on the entire architecture of a map but thats because texturing solids in vhe is much easier than meshing and skinning a model.
the more people think and discuss about it the more they will realize that you cant compare this two topics. thats why this quiet "war" between those factions isnt worth anything. and it doesnt benefit anyone.
to say something more related to the topic:
Im currently working on some "prefabs". in my case work is pretty effective. I create a modl once, export it, mesh skin, voila.
oh wait, ns: source is coming, so why bother with a custom world model pack?
never mind! the models are created as part of a parametric environment. that means the models can be exported in any "resolution" I want them to. so there is not difference in creting a high, medium or lowpoly model. the only difference would be the mesh and the skin. the mesh would have to be changed
completely. the skin could be "recycled" as long as the creator starts his textures in a bigger scale.
btw: I created a player model scaling "map" someone requested but I havent releasedit yet. would be a great help for people to check their models to fit the original sizes, to chekc if the lighting on the models look right...
6:33 AM EST
Sun, July 03, 2005
6:33 AM EST
Sun, July 03, 2005 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
no its just something I noticed after having the xx.th skinner messing around with my models <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I definetely see results coming up.
there are 3 answers for this statement:
1. you cant read (implausible)
2. you have some kind of rare eye injury (might be)
3. you do have a crappy web-browser that messes up posts in this thread
btw: there are other pointless things happening in the world. and you cant stop them either XD
currently working on some medium detailed worldmodels. stay tuned. at elast something NOT pointless that happens.
pretty good for 30 hours straight of work
concurs
Very nice.
What's the arm for, though?
Reminds me of an old, old cartoon where the "bad guys'" big robots were almost always made up of smaller vehicles that would come together and the "good guys" would have to beat them with their different vehicles... Used to be on Saturday mornings or somesuch. More than ten years ago...
It's got a good sense of mass and looks very much like it has a purpose, which are both important.
Small stuff
- Liquid-containers
- Loaders
- Vehicles ( Headcrabs for example )
- Consoles/Screens
- Cables/Pipes
- Chairs/Tables
- Doors ( Open / Closed / Destroyed / Destroyed&passable )
- Destroyed stuff
- Those round "specimen-containers"
- Fans
Just like Prefabs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
its a mining vehicle.
it drills holes in the rock so you can blow it up.
I really should update ns_source so the vehicle can be seen asap.
model: Lt. Gravity
UVW map: Obst
skin: Mr. Headcrab (FTW!!!)
you see, its pretty amazing what you can achieve with some teamwork. I love this model to death!
@ slith: because we dont have anything complete yet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
sorry, my fault.
@ aonomus: no way. otherwise one would have to create a working hitbox. thats just too complicated and the work wont be worth it.
Small stuff
- Liquid-containers
- Loaders
- Vehicles ( Headcrabs for example )
- Consoles/Screens
- Cables/Pipes
- Chairs/Tables
- Doors ( Open / Closed / Destroyed / Destroyed&passable )
- Destroyed stuff
- Those round "specimen-containers"
- Fans
Just like Prefabs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, you can ride that idea for about a month, and a mod will finally find out that the community wants it. But then it will be misused/ignored that its there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Fan @ 280 tris
<img src='http://img56.echo.cx/img56/2886/worldmodel21oj.jpg' border='0' alt='user posted image' />
Untextured and fairly generic, but it needs to be generic if it'll work for ambience frequently.
I made specimen tubes as well, both wrecked and normal versions, but I hate how it looks untextured.
Small stuff
- Liquid-containers
- Loaders
- Vehicles ( Headcrabs for example )
- Consoles/Screens
- Cables/Pipes
- Chairs/Tables
- Doors ( Open / Closed / Destroyed / Destroyed&passable )
- Destroyed stuff
- Those round "specimen-containers"
- Fans
Just like Prefabs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, you can ride that idea for about a month, and a mod will finally find out that the community wants it. But then it will be misused/ignored that its there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Why not ride the idea together and actually use it?
I know... I'm too much of an optimist...
[EDIT] Novacaine, can we see your models from a different angle ( not from front )?
Looks good right now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> [/EDIT]
... let's see, work on that, or the source model contest....
Prefab pack it is
If i cant get the job with one model in a format i do not know how to use, I'll flood em with wicked cool models for the format i'm adept in
and further pimpage
<img src='http://fft.blackmage.org/Members/Crabby/NS_Source/skinnedminer2.jpg' border='0' alt='user posted image' />
<!--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-->Well, you can ride that idea for about a month, and a mod will finally find out that the community wants it. But then it will be misused/ignored that its there <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What do you need a mod for?
Create the thread, if it's helpful and doesn't go off topic, then it will get stickied. You don't have to wait for one of us to make it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Looks good right now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<img src='http://img103.imageshack.us/img103/4234/worldmodel25cw.jpg' border='0' alt='user posted image' />
That's as much of an angle I can give it. There's no back, since I needed to cut down on polycount, and 99% of the time the grate is good to have, since the model shouldn't be passable, and a grate gives a good excuse.
I'm like 50% done with a quick door model. These things don't take very long, I just get caught on how I want to make them.
<img src='http://img173.imageshack.us/img173/2198/worldmodel30pa.jpg' border='0' alt='user posted image' />
It can allow for higher detail than using brush-entity polygons, but it's really up to the mapper if they want to use ambience models or make the door themselves.
The red lines mark where the top/bottom of the doorframe should be.
Novacaine, please add your stuff to the thread as soon as it's ready, it's more than welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->