World Model Progress And Releases.
BrigadierWolf
Join Date: 2003-05-30 Member: 16876Members, Contributor
<div class="IPBDescription">To keep zee mappers updated.</div> OK, I have two models already completed and ready for use.. The Refridgerator, and the suspension Chamber. Next 2 models on my list are an Explosives locker, and A bunch of Generic Flammable Gas Canisters.. ya know, like those Big CO2 or Propane tanks...
Refridgerator download
<a href='http://caltrop.no-ip.com/~timberwolf/NS/fridge.mdl' target='_blank'>http://caltrop.no-ip.com/~timberwolf/NS/fridge.mdl</a>
Refridgerator download
<a href='http://caltrop.no-ip.com/~timberwolf/NS/fridge.mdl' target='_blank'>http://caltrop.no-ip.com/~timberwolf/NS/fridge.mdl</a>
Comments
<a href='http://caltrop.no-ip.com/~timberwolf/NS/chamber.mdl' target='_blank'>http://caltrop.no-ip.com/~timberwolf/NS/chamber.mdl</a>
But like I said, anyone can feel free to make a request, as long as its not too complex, It shouldnt take me too long to get to it. Also, Out of curiousity, What Polygon count should I try to be sticking to? Thus far ive been going with "As low as possible", But what is the maximum acceptable count? Cause I know there are problems with the Epoly limit being fairly low..
I would really like to see all this coming.
- loader (futuristic forklift or something like that loader from HL)
- internal weapon systems (broken)
- broken TSA buildings
- dropship or fighters
- robotic arms (loading or assembly)
- crew quarter items: lockers, beds, showers etc...
- that <b>Suspension Chamber </b> of yours only then broken (hole in the middle with fluid leaking out and a puddle, puddle can be added using brushes to)
<b>Now all I have to say is great work!!!</b>
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Oh and great work, really good looking and your damn fast too.
I would really appreciate that, besides, I'll try to use the two models u just finished .. both lookin great. I guess u finally found a use for your amazing high-res textures :]
- Computers
- Spotlights (similar to the observatory model, which would look like it can be carried wherever the marines want to)
And... fantastic work! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
But like I said, anyone can feel free to make a request, as long as its not too complex, It shouldnt take me too long to get to it. Also, Out of curiousity, What Polygon count should I try to be sticking to? Thus far ive been going with "As low as possible", But what is the maximum acceptable count? Cause I know there are problems with the Epoly limit being fairly low.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--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-->Most of the resource limits specified in this document are self-explanatory but the "baseline e-poly" value requires clarification. The value that the Guidelines give (2100 polys) should not be compared to the r_speeds number during map testing. The e-poly number displayed by r_speeds is an indication of how many model polygons (loaded from mdl files) are currently being rendered on the screen. The mapper has no control over how high this number can go during a game because it includes polygons from any buildings, players, and equipment on the screen.
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Basically, if you feel that the model should be 'repeating' (The suspension tank, for example, I want to use in a group of them), keep its e-polys a lot lower. (If you look in the ns_desolate thread, uranium dropped a bunch of LMGs in the readyroom but is using your models, so his polys are about 11000 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
Or perhaps something like that?
That's not the point. The model is scaled correctly in-game, like I expected it to be. However, in Hammer, it is shrunk many times its normal size, making it difficult to place properly.
One thing that I have been dying for is a dropship. I think EVERYONE could use a quality dropship.... yeeeeeeesssssss....
i would like to request some machinery to make use of pipes. something with blunt ends that could double either as blocked holes or have a brush-based pipe abutting it to look connected. some potential themes for this are: pumps, filters, splitter/joiners of big and small diameters, flow regulators, or standard sci-fi nondescript but sexy machine.
with all these pipes in levels it would be nice to see something that adds a bit more realism to them. (that, and i could use them in my fluid processing map ~<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<a href='http://caltrop.no-ip.com/~timberwolf/NS/tank.mdl' target='_blank'>http://caltrop.no-ip.com/~timberwolf/NS/tank.mdl</a>
There are 2 skin groups, One for Flammable (Propane), and one for Non-Flammable (Helium)