smurf models :D

smurf models :D

Re: smurf models :D Posted by fishy on Thu Jan 20th 2005 at 1:18am
fishy
2623 posts
Posted 2005-01-20 1:18am
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
here's some models i made for a map that headz released. it's a tfc map, with the only selectable class being a smurf, that you need to navigate through the map and avoid death and doom from various hazzards.

the first one i made was when headz asked for a big smurf hat that could be worn, to protect the smurf from falling rocks. i thought a statue of some intrepid explorer smurf would be fun, and made the one with a little plaque that details Freddy 'the digger' Smurfson pioneering the route through the caves of thunder. meh, whatever, but it fitted the theme of the map, and i was having fun, so i pressed headz for more ideas, and threw in a few of my own. i ended up with five statues, depicting five famous (according to the little plaques) smurfs. each of them relate to 5 wearable models that could be found hidden in the map, and give the wearer some special ability.

Freddy 'the digger' Smurfson - protective hat.

User posted image

George 'the birdman' Featheringdale - the belt fits round the players waist, and flaps when worn. this gives an effect like low grav. :smile:

User posted image

'babyface' Harold Ingismurf - extreme bouyancy nappy

User posted image

Bull 'lava boots' McSmurfty - magical, hand-knitted firewalking boots

User posted image

Quentin 'the key' Smurfingdale - the wizard the made teh magic keys

User posted image

.

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.see

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i'm not mad

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muhuhuhu....uh,...
Re: smurf models :D Posted by Myrk- on Thu Jan 20th 2005 at 1:30am
Myrk-
2299 posts
Posted 2005-01-20 1:30am
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
W..

T..

F..
Re: smurf models :D Posted by 2dmin on Thu Jan 20th 2005 at 1:43am
2dmin
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Posted 2005-01-20 1:43am
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COOL! <3 the fireboots
Re: smurf models :D Posted by azelito on Thu Jan 20th 2005 at 2:58pm
azelito
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Posted 2005-01-20 2:58pm
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Haha, honestly. WHAT THE f**k? :azelito:
Re: smurf models :D Posted by Foxpup on Fri Jan 21st 2005 at 2:56am
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Posted 2005-01-21 2:56am
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WTF WTF WTF
Re: smurf models :D Posted by Cassius on Fri Jan 21st 2005 at 11:30pm
Cassius
1989 posts
Posted 2005-01-21 11:30pm
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Fishy, it says something to your talent that without looking at the poster's name, I was able to see by the quality of the models that you were that poster. NJ LOL
Re: smurf models :D Posted by G.Ballblue on Fri Jan 21st 2005 at 11:32pm
G.Ballblue
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Posted 2005-01-21 11:32pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
<DIV class=quote>
<DIV class=quotetitle>? quoting Myrk-</DIV>
<DIV class=quotetext>W..

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</DIV></DIV>
Re: smurf models :D Posted by Myrk- on Sat Jan 22nd 2005 at 12:36pm
Myrk-
2299 posts
Posted 2005-01-22 12:36pm
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Fishy they are really good models, but care to explain their use in more detail?
Re: smurf models :D Posted by fishy on Sat Jan 22nd 2005 at 4:50pm
fishy
2623 posts
Posted 2005-01-22 4:50pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Myrk, you know that in tfc there are some default models that a player can carry. There's the flag, the keycard, and there's the football.

All I've done here is to make some more of these carryable items, which align themselves on the player model just the same as they do on the smurf statues.

The entity that the models are used with is an item_tfgoal, which has a very different set of properties from anything else I've seen in SP half-life. Not only does it let a player carry a model, but it has properties to change a players speed, gravity etc, and more importantly, it can be assigned an item# and group#. With these group#'s, you can have other entities either ignore or target the player carrying item. Am example of how the item_tfgoal works with the hat;

some hats are hidden near the start of a map, but we want each player to take only one each. The two main properties of the item_tfgoal would be;

Group# - 1

Hasn't item from group# - 1

when a player tries to take the 1st hat he comes to, the game sees that he doesn't have anything from group#1, so he gets the hat. When he comes to the next hat, the 2nd property returns false, so he gets no more. There are also some other properties to set for the item. Like what model to use etc. :smile:

Anyways, later in the map, there are some caves. There are trigger_multiples, trigger hurts, and falling rock gibs in the cave. The trigger hurt, however, can be set to ignore anyone who has an item from group#1. So anyone who is wearing the hat is protected from falling rocks. Quite simple really.

The idea of the statues was just to give hints, via the little plaques, of what items a player could expect to find. And they seemed a fun addition to the map. :biggrin:
Re: smurf models :D Posted by Mephs on Tue Jan 25th 2005 at 10:04am
Mephs
381 posts
Posted 2005-01-25 10:04am
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That is honestly terrifying! "Quentin 'the key' Smurfingdale" looks particularly good though. Good job. But you need psychiatric help. :smile:
Re: smurf models :D Posted by fishy on Tue Jan 25th 2005 at 3:00pm
fishy
2623 posts
Posted 2005-01-25 3:00pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
'babyface' Ingismurf became a living legend when the floatation power of a fully loaded smurfette nappy was discovered after his mother, Anna 'butterfingers' Ingismurf, dropped him from the bridge that she was standing on while watching the annual whitewater raft race. Harold won the race in record time.

All according to the little plaque on his statue, anyways.

And Mephs, you're wrong. They said I'm better now. So, :razz: