railings

railings

Re: railings Posted by fishy on Sat Feb 19th 2005 at 3:34am
fishy
2623 posts
Posted 2005-02-19 3:34am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
as the art forum seems to be partly the modelling forum now, i'll do my pimpaging in here since i can't upload through my control panel. i'm not sure where else to post this. anyway,

User posted image

the pic's a fair representation of the general style of the set, which also has a smaller gate/gateposts, and 3 varying heights of 32, 64 and 128 unit long railings modules. all the models have 3 changable skin colours. black, green and a rusty colour.

i wouldn't recommend using too many all at the same time if they can be visible from much of your map, as they don't have any LOD models, and could eat into your budget.

if anyone finds any bugs, lemme know please.

cheers/enjoy

oh, i better leave a link :razz: http://www.quantum-physics.co.uk/files/models/railings2.zip
Re: railings Posted by ReNo on Sat Feb 19th 2005 at 3:39am
ReNo
5457 posts
Posted 2005-02-19 3:39am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Would be nice to have some in game demonstrations of the set, but it
looks nice nonetheless. This is the place to post such topics by the
way - the "art" forum was always meant for props and textures as
opposed to drawings (though they still have a place here I would say)
or the like.
Re: railings Posted by fishy on Sat Feb 19th 2005 at 3:45am
fishy
2623 posts
Posted 2005-02-19 3:45am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
this shows some of them

User posted image
Re: railings Posted by Finger on Sat Feb 19th 2005 at 8:55am
Finger
672 posts
Posted 2005-02-19 8:55am
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
Good work on those. What program are you using? Also, why aren't you making lod versions? I ask, because I plan on making some custom stuff pretty soon for my next project (broken palace source...woot!).
Re: railings Posted by fishy on Sat Feb 19th 2005 at 4:18pm
fishy
2623 posts
Posted 2005-02-19 4:18pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
ah balls, there's something not right. i've onlt gone and left the wrong surface property on most of the models. i'm gonna take the .zip back down again and work a little more on them. maybe even try and add LOD models.

meh, i should have realised that something was going wrong when i started thinking i knew what i was doing.... :/

finger, all done in milkshape.
Re: railings Posted by fishy on Sun Feb 20th 2005 at 11:37pm
fishy
2623 posts
Posted 2005-02-20 11:37pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
thats the link in the first post working again.

i've updated all the models with better physics properties. still no LOD models yet. i'll need to read up on that first.

User posted image

as the pic shows, some bullets will get through, and some will spark against metal. this is far from exact, though, but should still be good enough considering the accuracy of the hl2 weapons.

User posted image

User posted image

both this gate and the gate pictured previously are being used as prop_door_rotating entities.
Re: railings Posted by Paladin[NL] on Fri Feb 25th 2005 at 5:31pm
Paladin[NL]
157 posts
Posted 2005-02-25 5:31pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
great work m8