Converted NS models
SnappyCrunch
Join Date: 2004-08-03 Member: 30328Members, Constellation
<div class="IPBDescription">NS models converted for Source</div>Over in the Customization Request forum, Soul_Rider posted a <a href="http://www.unknownworlds.com/forums/index.php?showtopic=98499" target="_blank">request</a> for NS models converted over to the Source engine, so that mappers could use them as placeholders in their maps, until they get real stuff from the dev team.
<a href="http://www.snappycrunch.com/temp/Alien_NSS_Test.7z" target="_blank">Alien Players and Buildings</a> [<a href="http://dys-tools.com/files/Alien_NSS_Test.7z" target="_blank">Mirror</a>]
<a href="http://www.snappycrunch.com/temp/Marine_NSS_Test.7z" target="_blank">Marine Players and Buildings</a> [<a href="http://dys-tools.com/files/Marine_NSS_Test.7z" target="_blank">Mirror</a>]
Mirrors courtesy of Mentar
As PogoP pointed out below, these models don't have prop_static or prop_physic set, and their default state is the unbuilt state.
<a href="http://www.snappycrunch.com/temp/Alien_NSS_Test.7z" target="_blank">Alien Players and Buildings</a> [<a href="http://dys-tools.com/files/Alien_NSS_Test.7z" target="_blank">Mirror</a>]
<a href="http://www.snappycrunch.com/temp/Marine_NSS_Test.7z" target="_blank">Marine Players and Buildings</a> [<a href="http://dys-tools.com/files/Marine_NSS_Test.7z" target="_blank">Mirror</a>]
Mirrors courtesy of Mentar
As PogoP pointed out below, these models don't have prop_static or prop_physic set, and their default state is the unbuilt state.
Comments
Here's the Hammer compile error:
'Error! To use model "models/ba_offense.mdl"
with prop_static, it must be compiled with $staticprop!'
Edit - I just found out about prop_dynamic_override. They work in-game! Screenshot coming soon.
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceship0059.jpg" border="0" alt="IPB Image" />
There they are, they work fine Snappy <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Love the area to btw PogoP
<img src="http://i50.photobucket.com/albums/f332/PogoP/spaceship0059.jpg" border="0" alt="IPB Image" />
There they are, they work fine Snappy <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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thats source? looks like a painting
Some some more screens!
<img src="http://dys-tools.com/nss/lerk.jpg" border="0" alt="IPB Image" />
To make them show up as built, all you have to do is go to the model tab on the entity properties and change the sequence to 'active'
If the NS Team is planing on taking advantage of the Source engine and all of it can offer, I am sure they will not content themselves with HL1 porting to Source.
Simply porting doesn't take advantage of the Source engine. Besides, you add more polygons and create better looking, better life like player models.
Why port the HL1 models over to Source ?
If the NS Team is planing on taking advantage of the Source engine and all of it can offer, I am sure they will not content themselves with HL1 porting to Source.
Simply porting doesn't take advantage of the Source engine. Besides, you add more polygons and create better looking, better life like player models.
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Because it gives them something to use for testing during early developement. They don't have to waste time creating entirely new models for creatures that might not even end up in the game. One of the most important things in game design is getting a rough version togethor so you can test your ideas. Shiny stuff comes when you know what you're keeping and what you're not.
Of course they'll never release ns2 with ns1 models. But that's not to say the ns1 models won't be useful.
It also gives mappers something to use as placeholders. Now to mark where an rt is going to be i can actualy stick an rt there.
overanalyzed?
:edit: oh i forgot to mention this, your screens look great pogo. nice textures and geometry. ^_~ custom textures?
:edit: oh i forgot to mention this, your screens look great pogo. nice textures and geometry. ^_~ custom textures?
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Thanks Belgarion, yeah they're PhilipK's Quake 4-ish textures for Source.
Here's a posed screenshot with Marines/Aliens in it:
<img src="http://i50.photobucket.com/albums/f332/PogoP/colony30052.jpg" border="0" alt="IPB Image" />
<img src="http://i50.photobucket.com/albums/f332/PogoP/colony30053-1.jpg" border="0" alt="IPB Image" />
I get my home broadband back next wednesday, so I can get to play with these myself!!!
Fantastic work PogoP, the maps look fantastic and give us much more of an idea what they will look like with the right sort of models in there!!
In your last set of pics, with the heavy and other rines in it...
What is that blurred image on the ladder? Have you been photoshopping?? or is that a sprite in the background?
Because it gives them something to use for testing during early developement. They don't have to waste time creating entirely new models for creatures that might not even end up in the game. One of the most important things in game design is getting a rough version togethor so you can test your ideas. Shiny stuff comes when you know what you're keeping and what you're not.
Of course they'll never release ns2 with ns1 models. But that's not to say the ns1 models won't be useful.
It also gives mappers something to use as placeholders. Now to mark where an rt is going to be i can actualy stick an rt there.
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Sorry for my comment but I don't know who Pogo is. I though he was just a community user wanting to bring something into NS:Source.
I though he was just a community user wanting to bring something into NS:Source.
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he is <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />, i never said he was a dev or anything. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Doesn't take a dev to make a usefull contribution.
(and the models were actualy by snappycrunch <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
Pogo..
In your last set of pics, with the heavy and other rines in it...
What is that blurred image on the ladder? Have you been photoshopping?? or is that a sprite in the background?
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Nah the only bit of Photoshopping I did was cropping the images so they have the black bar at the top and bottom. That is an env_steam entity, it's a nifty little shader that creates a heat effect. Like someone said on IRC, think of a really hot day when you can actually see the heat coming from the road; it's that kind of effect. Invisible steam, if you will.
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PogoP - to what extent can you pose these, access animations, etc?
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I've figured out how to do basic setting of animations, but I don't know how to set it exactly. I just have the animations playing in-game and I just take a series of screenshots.
what would be even better, this might challnege you a little is acctuly modify the structures and give them there radius rings
e.g OC spike range sentry shoot range armor drop distance DC heal radius, hive heal radius and so on it will give a super awsome display and will allow mapers to really have no questions un answered
e.g hum if i stick this coridor here, and rines build here can they seige the hive, hum one wouldtn want them to do i have to exstend the corridor or mvoe the hive away a bit... i know ill cheack seige gun range vs hive
also a scan ping entite with radius would be ncie as well
if builder scan see or run any possable senario thru there heads, and or have tools for retesting senarios found in alpha and beta test stages, it will assist in fluent map creation and testing
well done you two massive props for speeding up this shin dig
Can we get a new link up? I lost these when i reformatted my computer and the links are dead now. Or if someone could mail them to me (mentar at gmail.com) i'll put them on my server.
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Links are live, again. I can't seem to keep some simple files online. ::sigh:: If you post or PM a link to your mirrored files (once you download them), I'll add it to the first post.
<a href="http://dys-tools.com/files/Alien_NSS_Test.7z" target="_blank">alien download</a>
<a href="http://dys-tools.com/files/Marine_NSS_Test.7z" target="_blank">marine download</a>
If you other guys have things to show off, please do! It's lovely to see NSish things being brought to life in source!