Digital Paint Discussion Board
Development => General Development => Topic started by: y00tz on July 12, 2007, 01:11:38 AM
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I'm requesting ideas from you guys of models that could benefit your maps. This will probably all go in the Community Texture Pack, or it's spin-off, the Community Model Pack.
Cheers & Thanks,
y00tz
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A clock with moving hands.
A car.
A TV.
A chair.
A stereo.
A house.
A miniature house.
A guy playing paintball.
A guy modelling a guy playing paintball.
A guy modelling a guy modelling a guy playing paintball.
A pirate.
A pirate ship.
A ninja.
Ninja stars.
A paint bucket.
Spray paint can.
A computer.
Shoes.
A jack-o-lantern.
A scarecrow.
A piano.
A motorcicle.
A trash can.
A garbage truck.
Eiii.
A cow.
An AK-47.
A fan.
A pile of money.
A briefcase.
An orange.
An apple.
A guy eating an orange with an apple on the other hand.
And... Thats all :)
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A tree! A darn TREE!
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A tree! A darn TREE!
Can't.
I've honestly made a dozen trees verify from different levels of detail, and only one had few enough vertices to render (it's the spiky one in 'Trees - Proof of Concept').
I have however, started a vote to increase the vertices so that I can use my other trees, and that tank too for example. If you guys realllly want to see trees, go vote for high vertices for md2s.
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A paint bucket.
Ignore the weird lighting... :P
Added y00tube :P
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I have however, started a vote to increase the vertices so that I can use my other trees, and that tank too for example. If you guys realllly want to see trees, go vote for high vertices for md2s.
You think that would solve the tree problem, tho?
I think that using a specific system for renfering trees would be best.
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Very nice models, y00tz. Are they already ingame?
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You think that would solve the tree problem, tho?
It's one of many solutions. Using a tree rendering engine would work too... I know of a great rendering system used in OGRE that resembles the amazing SpeedTree stuff.
Very nice models, y00tz. Are they already ingame?
Not yet, they're in SKM though so in theory if I opened BSP they could be put in game. I think I'll add some in-game screenies tomorrow.
g'night fellas.
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it would be sweet if we could use the tank in teh game :)
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Dont post until you have everything on my list :)
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Dont post until you have everything on my list :)
Haha, k didn't go to bed, instead put together one of these stereotypical 'model boards' that every mod has.
NOW I'm going to bed.
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Oooooh. Looks nice. Was that the tank that I never started for Steve? (sorry Steve)
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Paintballs.
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And I thought the autococker on the game looked 'box-ish' :P
Good work, tho.
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I was actually trying to make it less of a box by adding width and taking away as I saw necessary :(
I've never seen a real autococker, I was just using the pics on google.
Cobo's chair
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:)
What are you suing to render?
Also, I expected something with like a design. :P
(http://www.jamesdew.com/images/3026_chippendale_tiger_maple_arm_chair_1.jpg)
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It looks good, except for those four odd rectangles sticking through the gun. They really look out of place, imo. <_<
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It looks good, except for those four odd rectangles sticking through the gun. They really look out of place, imo. <_<
Alright if I can find a tweak I like, I'll do it. They're supposed to be grips of some type. :D
Cobo:
I'll try...
Oops... Blender to render :D
Hmm that gray patch shouldn't be there...
I'm trying to see if I can do everything from open-source tools.
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So its yafray then? Since blender renders with yafray for me.
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So its yafray then? Since blender renders with yafray for me.
Hmm, I guess so. I don't know, I just started modelling Monday. :(
Edit:
No it's not Yafray, I have the option in my rendering settings for Yafray or Blender internal, I have Blender Internal selected.
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Oh, I see.
I think yafray looks better tho.
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I just tried it and it doesn't work for me, just blackness and it says it's done. Weird :( Running ver 2.44 of blender i think, you?
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Oh, you need to install it. :-\
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Nice :D
Makes me want to start making models myself :P
I cant figure out the skeletal models and all that tho =/
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The pneumatics cover on your autococker is too big, and I'm pretty sure they never even made any like that. Make an up to date model of a cocker, google a 2004-5 prostock autococker.
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Pneumatics cover?
SkateR I've played real paintball once in my life... Then I went out and bought an AR15.
But thanks for pointing me to the Prostock, it's very neat and does look much more up to date.
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Blitzkrieg? Don't mind if I do!
Here it is, my first model with over 2000 vertices to ever work in game. :D :D :D This is actually a pretty big accomplishment for me... at the beginning of the week I didn't know how to model, how to UV map, what SKM was, or anything...
Without further ado:
Tanks so much for all the help.
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Ladder anyone?
212 faces...
(http://www.logictechnologies.com/keith/dp2models/ladder01b_ss1.jpg)
Source files:
http://www.logictechnologies.com/keith/dp2models/
use it or don't...free to the world
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We need alot more plants in dp. Tree's would be good, but they can come in the future. Would be nice to have a few more models like the bigleaf2.md2. Get to work. =p
~MT
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Wow S8N, looks fantastic :D
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Well, reading this post I was trying to think of some kind of item that could be used in some maps.
Thought it might be cool to have a 6' or 8' ladder to use instead of the old wooden built ones everyone uses.
I can think of a few good places someone might use it.
I figure you can just put a ladder clip brush up against one or both sides so you can actually climb the ladder.
Might also do a long extension ladder?
I don't know if it's to scale, but if anyone feels like messing with it and getting it in game, they can.
It's made in 3dsm7 and has the UVW unwrap skin in the source folder.
I placed all the rungs on top of each other to conserve skin space.
I hear by swear I created this model 100% and give it to the GPL without conditions.
This holds true for anything I do for this game, btw.
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S8N, I don't have 3D Studio Max, could you export the .3Ds so I can convert it to an SKM for use in game?
Thanks,
y00tz
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there is a 3ds in the source folder i posted above.
You may need to scale it though.
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there is a 3ds in the source folder i posted above.
You may need to scale it though.
I know there is one, but when I click the link to it ("http://www.logictechnologies.com/keith/dp2models/ladder01b.3DS')
I get 'page cannot be found'
edit:
sink & cabinets
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I know there is one, but when I click the link to it ("http://www.logictechnologies.com/keith/dp2models/ladder01b.3DS')
I get 'page cannot be found'
Same here. I tried the right-click, save target as thing, but that didn't work either.
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Current renderings.
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try ladder01.zip in that same folder
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car 472 faces...
(http://www.logictechnologies.com/keith/dp2models/scrender01.jpg)
model & skin-template here: http://www.logictechnologies.com/keith/dp2models/
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That car + a good skin would look great :)
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(http://www.logictechnologies.com/keith/dp2models/scrender02.jpg)
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Hah, thats great :D
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Post removed
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Pretty darn cool :D
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darn it make paintballs.
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I went with SkateR's idea and made a 2004 Prostock Autococker.
I've made several tweaks since it's rendered, and there is still a lot more detail to add :D
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That's awsome y00tz. I'll have a go at skinning it if you like, i'll need the texture map though.
~MT
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That's awsome y00tz. I'll have a go at skinning it if you like, i'll need the texture map though.
~MT
Sure man :D I'll post it when I get back from the bank
-y00tz
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Make animals I would but I don't even know how to do anything on there yet like pigs dogs for my farm map :D
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MT: Is this sufficient?
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That's what i need, how would i be able to see what the texture looks like, ill somehow need to be able to render the model. Did you say you used blender? Could you send me the blender file?
~MT
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I used Blender for rendering, yes. but I'm going to spend time with the family, when I get back I'll add the .blend.
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I used Blender for rendering, yes. but I'm going to spend time with the family, when I get back I'll add the .blend.
Yeah no problem, will wait.
~MT
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Here's the Blend
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those bbs's on that car are tight :dodgy:.. or are they enkei's?
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Interesting thread. I can only support what smokey said: We need new paintballs. Maybe then, they'll be better viewable.
And plants.
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y00tz, no offense, but, that unwrap is absolutely hideous.
It should be WAY WAY cleaner and more organized than that.
All your parts should be logically connected and laid out better.
Although that unwrap may pass the checkerboard test, it certainly would not be acceptable for production use at all.
I don't know blender at all (I use 3D Studio Max).
Here's a tutorial I wrote on unwrapping a while ago. It's done in MAX, but you should be able to figure out some methodologies from it.
http://www.logictechnologies.com/keith/tutorial/unwrap/uvunwrap.htm
Keep in mind the "one complete attached mesh" idea I talk about is false. But the unwrapping actions still hold true.
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y00tz, no offense, but, that unwrap is absolutely hideous.
None taken - this is my one week anniversary of modelling.
p.s. - thanks for the tut :D
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This is my 1 hour aniversary of modelling lol.
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here's some stuff to look at.
A lot of good unwrap examples.
http://www.logictechnologies.com/keith/mvpb/
It's was for an unreal mod that never amounted to anything.
A lot of that work is 100% mine, some is only partially mine.
You can do whatever you want with it.
If you want to use anything I suggest you ask me first to see if its 100% my work, or if I can get permission from the creator of the portion I didn't work on.
Remember, anything i've done, or do, is 100% GPL approved.
(http://www.logictechnologies.com/keith/mvpb/2003cocker/vert_test.jpg)
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Wowwwwww soooosexy :D
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Isn't MVPB reforming to do a mod for UT3?
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lol...if you say so.
I'll believe that when I see it.
They are also going to use some of my material without giving me credit.
But, whatever.
I don't think they will be using anything I did in that directory though.
I think they updated all their guns. The tourny & recball character unwraps and skinning were mostly done by me.
I think I did some other items like barrels and bottles and hoppers also.
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mvpb will never release dont work bout it s8n
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For a map I want to make eventually, a seige map with a bank vault, i would like the following:
A plant that looks like it would be in a lobby of a bank.
A checkout counter area with registers and all
A getaway van
Some more general cars
A vault area, with some small safes and deposit boxes
Your gold would work nicely :P
A magazine rack
Some chairs, you know the padded armchairs :D
Money bags
Packed money, like packs of 10,000 or so
as your "idea man" i hope these are some good suggestions, cause i know for sure they'll help me :P
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I'll get started as soon as possible :D
"Idea man" eh? Someone downloaded the CTP :D
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yeah, it confused me haha. I feel so dumb
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yeah, it confused me haha. I feel so dumb
I'm sorry man, did you get everything installed correctly? In your defense, I suck at explaining directions.
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When getting the developer crap in there, it broke my bsp haha. Good thing i packaged mine up last week huh?
I'll retry installing the stuff for DP, because i am so tired right now, so i probably just misread
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that dp2 car is awsome
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When getting the developer crap in there, it broke my bsp haha. Good thing i packaged mine up last week huh?
I'll retry installing the stuff for DP, because i am so tired right now, so i probably just misread
Alright, I'm sorry man. Did you get the updated version? If so, just make a folder inside of your bsp textures folder, name it CTP1, copy the WAL files from the download, and then it should load in BSP.
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The palletes looks terrible, then i went to update my bsp and it stopped working. I'll figure it out, don't worry
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The palletes looks terrible, then i went to update my bsp and it stopped working. I'll figure it out, don't worry
The pallete does look bad in the original version, but if you downloaded it before 1pm today your time, I had a bad copy uploaded, and I fixed the pallete in the next version, so it should have worked fine in any version of BSP. Sorry for the confusion.
Edit: Can you be more specific on the counter w/ registers?
Could two of these work? Or why not just make a register and use a brush for the counter?
(note - these are both unskinned)
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Anyone got an animated fire model? I need it for a new map im working on, was thinking about putting it in some barrels etc... also need some burnt out cars and stuff...
~MT
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You dont need to make a model for fire, there is a script that makes it for you.
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There is? I'll need quite a big flame to fill a barrel... Can anyone point me in the right directection..
~MT
PS:- Nice counter y00tz, I'll use that when its finished, going to be making quite a few shops in this map..
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http://dplogin.com/forums/index.php?topic=1638.0
edit that's not AS informative as I thought it would be, but imm, here's a sample map with a flame so you can learn how to do it: http://dplogin.com/forums/index.php?action=dlattach;topic=5118.0;attach=2110
Be sure to contact Chef-Killer if you need help
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Well, a counter with a computer on it would suffice. I can make the bullet-proof glass myself
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gonna double post to refresh the topic, but dumpsters would be nice, a reasonably sized trash dumpster then about a 2/3 scale size recycling dumpster.
Figure all businesses atleast have one dumpster, so if anyone maps a store, they can add a dumpster or 2 to make a camping spot, or just basic clutter.
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Good idea, thanks. Edit... supplied I can get the proper textures, might this be done in bsp as brushes?
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Are those models to be just for fun, or do you guys want to have them ingame?
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If the textures looked good, like if it was ridged like a dumpster would be and not flat like it is portrayed in cosmic3
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Spook...took a crack at a very low poly van.
184 faces
Obviously needs a good skin...
Source files in case anyone wants to take at stab at skinning this: http://www.logictechnologies.com/keith/dp2models/van/
(http://www.logictechnologies.com/keith/dp2models/van/van01ss1.jpg)
(http://www.logictechnologies.com/keith/dp2models/van/van01ss2.jpg)
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Hm.. I would really like some plants/flower models, but I think those would be better with the transparent texture method :-\
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Post removed
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S8N that van is actually exactly what i was thinking of. A box-like van with a place to cap a stolen flag/money pack. I might actually pick up development of this map if models are made and i get help modeling it :D
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3ds, at the level of modeling required to make game model at the low poly level of DP2, is pretty easy.
You are going to work at the polygon level, mostly. I always start with a box, convert it to a mesh or poly, and use various extrude commands, or slicing planes, to add more geometry.
The beauty of 3ds, as far as I've seen of other modeling tools, is in its unwrapping abilities. The Unwrap UVW modifier allows you a great amount of control over your final skin.
As long as you have a good understanding of 3D space, get familiar with moving around the 3ds GUI, and understand the concept of unwrapping a model, you shouldn't have too difficult a time.
Remember, game mdeling at these low poly level is all about the face and the vertex. Unlike highpoly modeling, where you manipulate a lowpoly cage with a meshsmooth modifier on it to achieve the desired highpoly result.
Spook: If someone can paint the skins I'll see what I can do about knocking out what you have on that list. But if I take the time to make the models you better make the map.
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I think I'll buy 3D Studio Max in the fall, and just add it to my student loans.
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(http://www.logictechnologies.com/keith/dp2models/van/van01ss3.jpg)
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LOVE IT! Man, i gotta start making the layout again.
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I think I'll buy 3D Studio Max in the fall, and just add it to my student loans.
Just torrent it :)
S8N you need to put some 20's on that truck :D
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I think you can get GMax for free also.
I may do a full skin on that van tomorrow of I have time.
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I went with SkateR's idea and made a 2004 Prostock Autococker.
I've made several tweaks since it's rendered, and there is still a lot more detail to add :D
Change up the grip frame a little, the part where your fingers wrap around looks weird. There are pneumatics than that( the thing under the barrel in the front ). What I think you should do is just model more up to date paintball guns, look into some of the bob long marqs, dye dm4-5-6-7 etc.
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Post removed
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Just torrent it :)
Have you EVER seen a post where I act like I don't frown on piracy and torrenting? Why steal from my own industry? I don't steal from the automotive industry... I have no problem spending a few grand a year on Adobe/Microsoft products, knowing that my licenses and conscience are clear.
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I hear you y00tz.
One problem I see, and a reason I, as a software developer, don't frown upon "evaluation software" is that some of these software titles are miles beyond what the average, young, nonworking, high school gamer can afford. How is a 15 year old suppose to learn 3D Studio Max when it costs over $3K? The trial is a joke compared to the real time it takes to learn to model. If anyone hopes to be competitive in the 3D market later on down the road they better start before they graduate high school. The talent is just that good. Then again, if all the kids want to do is make some fun models for a mod, what then? Sure, use a vastly inferior free modeler if you like. You'll get the job done. But having a copy of MAX would sure make life easier.
The company I work for, where I'm sitting as I write this, has licenses for MAX so I'm in a unique position. But I can't say I've never used a warez version of MAX. I had to, or I had to not use MAX at all.
Once i've come to the point to where I was going to try to make money from a particular piece of software I have always broke down and bought it, or got my boss to. I don't see anything wrong, relatively speaking, with learning to model with an "evaluation" copy of MAX. It's job security for Discreet, after all. I learn on MAX, I will probably try to work at a company that uses MAX. I know it's still wrong, but justifiably so ;)
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Weeeee fun....
(http://www.logictechnologies.com/keith/dp2models/van/van01ss4.jpg)
(http://www.logictechnologies.com/keith/dp2models/van/van01ss5.jpg)
(http://www.logictechnologies.com/keith/dp2models/van/van01ss6.jpg)
(http://www.logictechnologies.com/keith/dp2models/van/van01ss7.jpg)
(http://www.logictechnologies.com/keith/dp2models/van/van01ss8.jpg)
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Sexiness.
Why aren't you making new weapons and models for the official release?
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Cause I don't really have the time...I have a little bitty bit of time right now.
Plus I have made some stuff (new revy hopper, etc...) but never got feedback or anything.
Plus Jitspoe is really picky and hard to please.
Plus I have offered a million times and Jitspoe says nothing like he just wants someone to go off and do it and if he likes it he'll put it in. I don't work like that. Potentially a lot of wasted time for nothing. If Jitspoe wanted me to make new models he should come to me and ask me to make new models.
I don't mind making these little easy models because they are easy, fast, and pretty much out of my hands once done. If this model pack is going to be public, not under the control of Jitspoe, then I will probably make a bunch more as time allows. If they get thrown in Jitspoe's lap, you can all but forget about 99% of them ever being used.
PS. I have paintball gun models already made that were for Q3PB and MVPB. A lot of work there that was for nothing. No reason we can't use some of those models here if they fit in.
PPS. If Jitspoe really wanted new gun models he would break down a list of what he wanted and be somewhat organized about it.
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I need Spook's opinion on this so I can zip it up for GPL release.
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it rocks my socks :D love it... only thing is you might want to take my name off the van just in case someone else wants to use it. Your choice though.
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Yeah, i wouldn't midn putting them in my new urban map. ;)
~MT
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it rocks my socks :D love it... only thing is you might want to take my name off the van just in case someone else wants to use it. Your choice though.
Nah, should say Spook or S8NSSON, no matter what. Spook's idea, S8N's masterpiece.
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This is what I did...
Since the skin was white (planned btw) I was able to turn all the shading I did on the white part into an overlay so that I could make another layer that could act as the base color. This means changing the color of the van is a simple matter of changing the color overlay setting of one layer. Flames and anything else takes some extra work.
I imagine I will zip it up and officially GPL release it some time today barring any changes through feedback.
(http://www.logictechnologies.com/keith/dp2models/van/van01ss9.jpg)
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I hear you y00tz.
One problem I see, and a reason I, as a software developer, don't frown upon "evaluation software" is that some of these software titles are miles beyond what the average, young, nonworking, high school gamer can afford. How is a 15 year old suppose to learn 3D Studio Max when it costs over $3K? The trial is a joke compared to the real time it takes to learn to model. If anyone hopes to be competitive in the 3D market later on down the road they better start before they graduate high school. The talent is just that good. Then again, if all the kids want to do is make some fun models for a mod, what then? Sure, use a vastly inferior free modeler if you like. You'll get the job done. But having a copy of MAX would sure make life easier.
The company I work for, where I'm sitting as I write this, has licenses for MAX so I'm in a unique position. But I can't say I've never used a warez version of MAX. I had to, or I had to not use MAX at all. Although I did make a fairly decent dumpster but I can't figure out how to skin it :(
Once i've come to the point to where I was going to try to make money from a particular piece of software I have always broke down and bought it, or got my boss to. I don't see anything wrong, relatively speaking, with learning to model with an "evaluation" copy of MAX. It's job security for Discreet, after all. I learn on MAX, I will probably try to work at a company that uses MAX. I know it's still wrong, but justifiably so ;)
Know where I can get an evaluation version blender has to many buttons but wings3D is soooooo limited.
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Punctuation is your friend ;)
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Apoc, Wings3D is limited? Did you see how S8N said he made stuff? Made a cube, converted to mesh... etc. You could do that in Wings3D very easy, as a matter of fact, I think Wings3D would be less complicated, but still as good as 3DS for this low-poly stuff we're doing here.
edit: the game engine crashes with my new tree:
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Yeah, wing3d is pretty easy, but it must have its limitations, obviously cant compare it to blender when it comes down to better models.
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You could very easily make stuff with simple shapes in Wings3D, and then touch it up in Blender
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Apoc, Wings3D is limited? Did you see how S8N said he made stuff? Made a cube, converted to mesh... etc. You could do that in Wings3D very easy, as a matter of fact, I think Wings3D would be less complicated, but still as good as 3DS for this low-poly stuff we're doing here.
edit: the game engine crashes with my new tree:
Oh you can convert things to mesh how?
By the way anyone here know how to skin/unwrap in wings?
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Well I go on vacation for two weeks at the end of today.
So I don't know why I even started this one cause it may very well never get finished. I'll export a 3DS before the end of the day though in case someone wants to take it over.
115 faces, btw.
(http://www.logictechnologies.com/keith/dp2models/car/car_ss01.jpg)
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Is that a block of wood or a cinder block?
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cinder block...actually, whatever the skin says it is.
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Still need to work on the dvd-roms but...
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sweet!
KB & mouse needed!
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Awesome job y00tz.
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Are those models to be just for fun, or do you guys want to have them ingame?
Wow, I can't believe I missed this, sorry bitmate, we plan on putting them in game :D
edit
Has anyone been able to download Keiths .3ds for the van? I had this problem a while ago when downloading maps from his server...
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sorry bout that I always forget...
http://www.logictechnologies.com/keith/dp2models/van/van3ds.zip
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more plants like trees and bush models
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filing cabinets.
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Definitely trees, vines, bushes.
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Definitely trees, vines, bushes.
Yeah we definitely need more of those.
By the way nice to see you back soggy been a while since I've seen a post by you.
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Definitely trees, vines, bushes.
Yeah we definitely need more of those.
By the way nice to see you back soggy been a while since I've seen a post by you.
lol thanks, there should be plants like these, these are already md2 models but i dont know how to use them in the bsp program
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Cause I don't really have the time...I have a little bitty bit of time right now.
Plus I have made some stuff (new revy hopper, etc...) but never got feedback or anything.
Plus Jitspoe is really picky and hard to please.
Plus I have offered a million times and Jitspoe says nothing like he just wants someone to go off and do it and if he likes it he'll put it in. I don't work like that. Potentially a lot of wasted time for nothing. If Jitspoe wanted me to make new models he should come to me and ask me to make new models.
I don't mind making these little easy models because they are easy, fast, and pretty much out of my hands once done. If this model pack is going to be public, not under the control of Jitspoe, then I will probably make a bunch more as time allows. If they get thrown in Jitspoe's lap, you can all but forget about 99% of them ever being used.
PS. I have paintball gun models already made that were for Q3PB and MVPB. A lot of work there that was for nothing. No reason we can't use some of those models here if they fit in.
PPS. If Jitspoe really wanted new gun models he would break down a list of what he wanted and be somewhat organized about it.
I am picky, true. I did give you feedback on the revy, though. There were some areas that needed to be hollowed out and not overlapping or something so it would work properly with transparency. I don't really remember where that went. I just remember highlighting some things in red to point out what needed to be changed.
The main problem, though, is that there's more to it than just you making a model and me putting it in the game. Details like what the model should be need to be worked out, as well as approximate detail level (polygon count), etc., then going back and forth on what needs to be tweaked... It's hard to be a project manager and a developer at the same time, especially when it's just in my (very limited) free time. Also, before any new models get made, things like a level of detail system need to be implemented and some things need to be optimized, otherwise the new, high-polygon models will cause framerates to suffer on many machines.
In other words, I have to devote a lot of time to the issue, but it's not really my priority now. Right now things like the global login system, dealing with cheaters, and faster file transfers are top priority, so I want to devote my efforts to those things until the models work their way up the priority list. I'm not (intentionally) ignoring you. I just can't do everything at once.
Back on the topic of feedback, it would be nice if you added a few more polygons to that van model (particularly around the wheels and wheel well). Right now it looks like something that could be constructed with brush geometry, which kind of defeats the purpose of having a model. It would make an excellent low LOD model, though, if/when that system is ever implemented, so don't ditch what you have.
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Thanks for the move Jits, I always think stuff like this, that doesn't DIRECTLY relate to the game (i.e. in this case, just sort of modeling.) should be placed in Other Stuff, so that I don't rape my post count by typing, short, feedback-filled messages.
There is a lot of pseudo-perfectionists ("8 or 80" really..), I really think a lot of the tweaks and criticism would be covered by the community before it even landed on your plate.
But SW, those trees look like the flat cardboard cut out trees we could make in BSP... I want to see something that takes advantage of all the axes, like my palm tree, except much, much, fewer polies.
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What do you use to make those models?
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Jitspoe, I hear ya man.
I believe I made the revy changes, but as you said, game models (those not map added, that is) would take more thought and work, especially using the LOD system you had mentioned a looooong time ago.
Advice to modelers: Don't bother with guns, hoppers, etc... right now till Jitspoe turns his focus towards that area. Your models will end up sitting for a long time. If you feel compelled to model, do it for map included models that, like Jitspoe said, are beyond what can be made in the map editor itself, and that don't require/desire LODs of the model. Anything LOD inclusive could be a waste of time, or sit for a long time waiting on Jitspoe to get his priorities straight, quit work, and go DP2 full-time..
At just over 100 polygons I think that van is pretty good! It was built ultra low on purpose. LODs, starting with the current version as the low-poly version is completely doable. There has to be a LOD system in place first though. I would actually probably start over though. I have a method I've experimented with where the higher poly version is made and unwrapped first, then subsequent lower poly versions are unwrapped to match the layout of the higher poly version. This leaves all LODs using the same skin. Works good if its planned to work it from that angle from the start.
I'm on vacation right now so it will be another week and a half before i'm near any modeling tools.
I use 3D Studio Max 7.
I know i know it's old, but I haven't bothered to upgrade. We have the disks, just haven't gotten to it.
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Advice to modelers: Don't bother with guns, hoppers, etc...
Haha, the only reason I even attempted some was for a pro-shop area that I was adding to a map.
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I'll give you a dumpster once I finish fixing that annoying skin again.
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Thanks for the move Jits, I always think stuff like this, that doesn't DIRECTLY relate to the game (i.e. in this case, just sort of modeling.) should be placed in Other Stuff, so that I don't rape my post count by typing, short, feedback-filled messages.
There is a lot of pseudo-perfectionists ("8 or 80" really..), I really think a lot of the tweaks and criticism would be covered by the community before it even landed on your plate.
But SW, those trees look like the flat cardboard cut out trees we could make in BSP... I want to see something that takes advantage of all the axes, like my palm tree, except much, much, fewer polies.
Those trees arent flat, they do take advantage of all the axes, it was just bad screen shot. they look a lot better than they do in that pic
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i wanna see a lamborghini in orange (what do you use for making these again?)
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S8N uses 3ds studio, and yootz uses blender, I think.
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No, y00tz uses wings3D.
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Ah, well, I'm pretty sure he uses blender for exporting and rendering tho.
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Is there a possibility, that people aren't able to walk through func_models. Maybe a server setting?
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Nope.
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The mapper could overlay a clip brush to stop people from walking through the func_model.
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Yeah, but i can't do a clip brush in an ent file :'(
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Wow, that's pretty stupid. So even if we where to make nice models of cars etc.. for our maps, they players can run straight through them.
The only way around it I can see is to surround the model with clip brushes, havn't tried it though.
~MT
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:-\ What's wrong with using clip brushes to prevent that?
It would be nice to have solid models tho, but then models like the plant would become annoying.
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Solid models = better map format. Vote for it in the feature vote.
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Well, I want to make a jungle/beach siege map, so i need some palm trees. Also, I wouldn't mind putting clip brushes around the models.
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Solid models = better map format. Vote for it in the feature vote.
So what happens when you actually need a non-solid model?
Perhaps something like a solid flag?
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Solid models = better map format. Vote for it in the feature vote.
So what happens when you actually need a non-solid model?
Perhaps something like a solid flag?
Mist flag, yes.
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But then you'd have to change all the currents maps that use the plant model with an ent file :-\
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How exactly would the new map type be better? Would it be a whole new map type, and still the .bsp be used? What programme would everyone have to use..?
~MT
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Well, BSP would probably be used unless its something it doesnt support, like concave brushes.
The compiler would be the one that changes.
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Post removed
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this is interesting anyone know of a free one? :S (modeler
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this is interesting anyone know of a free one? :S (modeler
A free modeler? Yes, blender, and wings3D.
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Check here at http://dplogin.com/forums/index.php?topic=7516.0 there are some listed.
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I would suggest waiting a few weeks-months. :)
I smell superior work cooking.
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Is there ANY development with this, because my map is basically ready for some models. I need some cars, chairs, that van s8n made and probably a few plants. Basically, the models would be my finalizing touches in these next few weeks
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Yeah it's still in development. Just this week I made a fire hydrant for the pack...
To be honest the first release will probably just be 25 models, but this is only to supplement the CTP to help mappers make better maps.
Anyone who thinks I work too slow on the CTP or the model pack... feel free to make your own, send me source pics, or posted detailed descriptions of stuff you'd like. I'm only one person, even if my days are 28 hours long.
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so if i post pictures, you will try to make them.....
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Queue:
-Cobo's crazy request list
-Nightryder's Knight
-Spook's request
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When can we start using some of the finished models?
Idea's:
- Statue's.
- Light stands/fixtures.
- Filling cabinets.
- Water dispenser.
- Hanging signs. (Ex: Store indicator outside on the wall of the store?)
- New plants/more plants.
- Plant potters.
- Tires.
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http://www.christophorus-hospizverein.de/idee/brunnen.jpg
Would be nice to have, wouldn't it?
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Could you make like a dummy type thing the ones they use in real paintball and George Bush in formal dress?
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someone should make just normal ppl walking around but if you shoot them they just make a hurting sound and keep walking....
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By the way, there are some GPL models here:
http://md2.sitters-electronics.nl/index.html
Now let's begin the ghetto sk89q way of getting the models to work with Paintball:
(Note: you'll need my favorite editor for this: SciTE (http://www.scintilla.org/SciTE.html))
1. Download the model zip you want and find it in the model#/ folder (check the textures)
2. Drag the .md2 file into SciTE (open it) and look for the texture name (i.e. auvbg.pcx)
3. Because, if I skimmed the specs for the .md2 format correctly, the texture name is stored in a fixed size field... so... add models/FOLDER/ to the beginning of texture name in SciTE (i.e. models/urban/auvbg.pcx) and then delete the NULs AFTER the texture string -- one NUL deleted for every one character you added (models/urban/ has 13 characters)
4. Convert one of the texture files (.png/.pcx/.bmp) to a .jpg file and put it in the same directory as the model.
5. Tada!
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And coming soon, the y00tz way of making SKMs work in game (almost finished)
I. SKM Overview
a. SKM vs. MD2
b. Disadvantages of SKM
II. Creating a 3DS (Optional)
a. Downloading Wings 3D
b. UV Mapping (very basic)
c. Exporting a 3DS
III. Creating an SMD
a. Downloading Blender
b. Downloading the SMD script
c. Importing a 3DS into Blender
d. Exporting a SMD from Blender
e. Alternate ways of retrieving an SMD
IV. Creating an SKM
a. Downloading SKModeler 1.2
b. Updating modeldefinition
c. Compiling
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w00t! ;D cant wait for the guide because even thought you answered my questions y00tz, i stilled failed miserably in making models and model textures working in game.
-Cusoman
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I think a gun on a stand with unlimited paintballs should be in a map.Put it where newbies can't get to.You know how newbies can get with unlimited paintballs. :P EDIT: Just like in any other game.A turret with unlimited amo.Or a chain gun atached to the ground.
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/me shudders at the thought of Miz with unlimited paint :P
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I think a gun on a stand with unlimited paintballs should be in a map.Put it where newbies can't get to.You know how newbies can get with unlimited paintballs. :P
I think pbcup.bsp should be remade with one of those guns in each window in the tower.
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I have some open sourced models I found on the internet. Once I convert theme to the supportable model format, I will post them. Does anyone have any links to free model packs online? The one link in this topic leads to models that look to complex to be used in DP at the moment.
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Hello, I would like to have a turtle model in my map. I would need it to place it under the flag floating in the air (MAGIC TURTLE).
http://images.google.ee/images?q=turtle&hl=et&client=firefox-a&rls=org.mozilla:en-US:official&hs=z8j&um=1&ie=UTF-8&sa=X&oi=images&ct=title
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I found sometime between 8:40 and 8:50 my time to do it, anyway I haven't converted it, I'll do that when I get home, enjoy.
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There's a property on the flag entity to use a different flag model, if you give it the same animations as the existing flag you can use it for capture the turtle.
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No, the flag stands on top of the turtle! Jesus, y00tz, you are my god :D. I hope my map fits the standard set by that magic turtle! Actually it doesnt atm, now you made me do alll that HAAAAAARD- zoom in, angle that, redo that - work.
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Reminds me of the stuffed turtles in that CS:S map.
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CS... *shivers*
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How about something practical and isn't completely stupid, like a standard bunker/tower.
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How about something practical and isn't completely stupid, like a standard bunker/tower.
For what?
I've made a lot of bunkers (these things >) http://dplogin.com/forums/index.php?topic=10622.msg108570#msg108570
That will be of no use until we get a new map format with support for solid models.
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I'm talking a Digitalpaintball bunker, not some bundle of twigs balloon.
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pics?
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Something like this here embedded into the wall there. Middle of screen.
(http://i12.photobucket.com/albums/a242/zillomaniac/sshot088.jpg)
All that is is a 5 sided cube with a window cut out and a small stair case to the window. Things like that would make this game better than a coke can or a desktop computer.
Also, barrels would own also. Don't know if they'd cast shadows or not, but a model of a barrel would make maps run a lot smoother than just a regular 8 sided cylinder put on the ground.
-
By the way, there are some GPL models here:
http://md2.sitters-electronics.nl/index.html
Now let's begin the ghetto sk89q way of getting the models to work with Paintball:
(Note: you'll need my favorite editor for this: SciTE (http://www.scintilla.org/SciTE.html))
1. Download the model zip you want and find it in the model#/ folder (check the textures)
2. Drag the .md2 file into SciTE (open it) and look for the texture name (i.e. auvbg.pcx)
3. Because, if I skimmed the specs for the .md2 format correctly, the texture name is stored in a fixed size field... so... add models/FOLDER/ to the beginning of texture name in SciTE (i.e. models/urban/auvbg.pcx) and then delete the NULs AFTER the texture string -- one NUL deleted for every one character you added (models/urban/ has 13 characters)
4. Convert one of the texture files (.png/.pcx/.bmp) to a .jpg file and put it in the same directory as the model.
5. Tada!
Some of the models are way to big to use
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How about something practical and isn't completely stupid, like a standard bunker/tower.
Eeh... argee'd. Until map quality in general goes up, these models aren't going to do much good. At best, they'll look out of place.
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Eeh... argee'd. Until map quality in general goes up
"in general" map quality can't go up. Just go to the mapping forum and all you see is the same "throw geometry at BSP and see what sticks" There's no pressure for it to get better when the same 3 maps with misaligned brushes, low-res textures, etc. get all the play time.
Very few mappers spend time and detail making their maps polished. I make custom textures and models for everything that needs it, no compromising.
A player a few weeks back showed me an amazing map that was very well done, used some CTP textures and he requested a few models that you two probably don't consider to be "practical" but they fit his map. I've almost completed those.
However, nearly every model in this thread has been for my learning/benefit. If James and the other "good" or "serious" mappers wanted to take advantage of trying to get some decent detail via models, I would work with them.
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Something like this here embedded into the wall there.
Ah! He speaks of an actual bunker... like in military terms... Military games are a dime a dozen. If you want bunkers like that, go play Medal of Honor, or any of the various sequels that are all exactly the same. We're talking paintball bunkers, as in obstacles of a speedball field, which y00tz has made a model or two of. lol Thnx y00tz.
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Why would you need a model for a bunker like that? Just build it out of brushes. Models don't have collision detection, anyway, so what good is a bunker if you can get shot through it?
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I don't know if you're talking to me, but if you are:
I'm not sure if you've ever noticed, but speedball bunkers aren't like regular polygon shapes. They're rounded. When you have like a rectangular box and you make the side different colors, it just looks like a rectangle box with different colored sides... Same with like a 4-sided pyramid (A.k.a. Dorito). If it's slightly round, people will be like "Hey, dorito! :D ", but if it's perfectly flat on all sides, they'll be like " :( 4-sided pyramid. This mapper guy sucks."
If you were talking to the other guy:
I agree!
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y00tz my map is still waiting on some of these models :D
-
By the way, there are some GPL models here:
http://md2.sitters-electronics.nl/index.html
Now let's begin the ghetto sk89q way of getting the models to work with Paintball:
(Note: you'll need my favorite editor for this: SciTE (http://www.scintilla.org/SciTE.html))
1. Download the model zip you want and find it in the model#/ folder (check the textures)
2. Drag the .md2 file into SciTE (open it) and look for the texture name (i.e. auvbg.pcx)
3. Because, if I skimmed the specs for the .md2 format correctly, the texture name is stored in a fixed size field... so... add models/FOLDER/ to the beginning of texture name in SciTE (i.e. models/urban/auvbg.pcx) and then delete the NULs AFTER the texture string -- one NUL deleted for every one character you added (models/urban/ has 13 characters)
4. Convert one of the texture files (.png/.pcx/.bmp) to a .jpg file and put it in the same directory as the model.
5. Tada!
Nice Work! i just put a car model into the game, its really cool, im excited to put some other models in game :D
SSHOTS:
(http://img27.picoodle.com/img/img27/4/3/30/f_sshot057m_325bdb1.jpg) (http://www.picoodle.com/view.php?img=/4/3/30/f_sshot057m_325bdb1.jpg&srv=img27)
(http://img34.picoodle.com/img/img34/4/3/30/f_sshot058m_852572a.jpg) (http://www.picoodle.com/view.php?img=/4/3/30/f_sshot058m_852572a.jpg&srv=img34)
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Very nice! Did you model/texture that yourself?
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i wish :P i got it from the site that sk89q showed at the top of my post. all i did was the instructions at the bottom of his post so it would work in game
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lol, so all you did was put an md2 in a map? :P
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I need a new flag for our soccer map.
And a texture for the ball.
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lol, so all you did was put an md2 in a map? :P
yea basically but it made me feel special :)
but recently ive been getting this error.. i dont know why ???
*****************
ERROR: model models/rimini/croc.md2 has a skin taller than 480
*****************
==== ShutdownGame ====
anyone know why it does that, how i can fix it, or what it liek means?
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Looks like a hard coded size limitation, try increasing your map's height, but I guess you'll have to scale the model.
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tried map height.. didnt change anything :(
EDIT: i just went into milk shape and changed the size to 25% original same, same with the texture for it. and yet i still get the same error... and the model that says its too big is smaller than one that is working normally ???
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ERROR: model models/rimini/croc.md2 has a skin taller than 480
D'oh, didn't see that before - what's the size of the skin?
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If you would scale the texture, would it change the model drastically?
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D'oh, didn't see that before - what's the size of the skin?
lol its okay y00tz
If you would scale the texture, would it change the model drastically?
yea it was for a different car.. so then it would have a window wherethe tires should bo and such. dont think it would work too well
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If you scale the texture (if its possible, and I don't see that its not) and the care the same value, you should have a smaller version, in theory.
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D'oh, didn't see that before - what's the size of the skin?
oh and y00tz. the image right now is 1024 x 1024 for one, but the same error has occured with a few other models and i forget the skin size for those one
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Well if you can import into MilkShape 3D then do that and export as SMD and create SKMs, there is no such limitation there.
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Just use a smaller skin when creating the model, like 256x256. If you use a larger image later, it will just scale it. You probably shouldn't be using a 1024x1024 texture that's non-hr4 anyway. Make a small one then put the high res one in a hr4 subdirectory.
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How can i make a texture on the pong ball?
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ok jits but.. i have one model that has a 512 x 512 skin size and it works. now there is a different model that has the same size texture, and it doesnt work... ???
also i resized the texture to 256 x 256 and then i will load the map and i will either get a
ERROR: model models/rimini/croc.md2 has a skin taller than 480
OR
"bad modeltype" error :-/
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1024x1024 works fine with SKMs
How can i make a texture on the pong ball?
Modified content :P
Edit the skin, but get UV coords first
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y00tz how do you make an skm...
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ok jits but.. i have one model that has a 512 x 512 skin size and it works. now there is a different model that has the same size texture, and it doesnt work... ???
also i resized the texture to 256 x 256 and then i will load the map and i will either get a
ERROR: model models/rimini/croc.md2 has a skin taller than 480
OR
"bad modeltype" error :-/
When you create the MD2 file, you have to set the texture size smaller. The size of the image itself doesn't matter. It's the resolution stored in the md2 file that it's complaining about.
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For whoever wanted the turtle, here is the .wings, .3ds, and the textures, you'll have to convert to md2 or skm yourself.
edit: Cone also, same story.
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how about a video camera like you see at sport events.
but i'd need held converting to md2, still can't figure it out
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Modified content :P
Edit the skin, but get UV coords first
How?
I have never made something with models before...
Off Topic:
How works the serversetting "model" ?
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Once solid models are implemented, would it be better for the r_speeds/ preformence to use model based crates and barrels instead of brush based?
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Nope, probably not. It would better and there would be less room for misaligned textures, but I doubt it would become the standard. Jitspoe is very conscious of polies, I'm sure I'd have hell to pay for suggesting we ditch brushes.
-
Models don't have collision data, so unless you want to walk through crates, you need to make them out of brushes.
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I thought that's what he was getting at:
Once solid models are implemented,
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Models don't have collision data, so unless you want to walk through crates, you need to make them out of brushes.
Clip brushes? Or transparent ones to stop paintballs/nades too?
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It's still brushes :P
Clip brushes?
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However, it gives you more freedom in the complexity of the crate for the sake of visuals.
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Is there anyway to rotate a model within the editor? i.e. Change the direction so all my trees don't look identical.
-
/me suggests putting monitor on side........
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"angle" should work.
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A forktruck.
A desktop printer
An industrial printer
A Fan
A set of drawers
A keyboard
A Phone
A pen!!
A Lampshade
A door (with a handle!!)
A lamp
An overhead light
A treadmill
A Weights machine
A sofa
Sorry, havn't read the whole topic so I've probably repeated what most people have said already: 11 pages is a tad excessive!
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I've read almost every page on this whole site, 11 pages is nothing. Notice to all: If you're not going to read first, don't post.
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Whoop-de-do, Mr. One-up-y00tz... Always gotta be better than everyone else, eh?
Bank Robber: "Everyone get on the ground, I have a gun!"
y00tz: "Psshhh, I've got three."
:D
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The first part of that was facetious, though true. It was the latter part where my stern face kicked in.
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Is that bad?
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Not at all ;)
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y00tz is probably gonna kill me, but I can't remember if this one was suggested or not (I'm to lazy to read the entire thread again).
How about an explosion model?
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Eh?
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Bank Robber: "Everyone get on the ground, I have a gun!"
y00tz: "Psshhh, I've got three."
You're getting y00tz confused with me ;D
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Eh?
A model in which an explosion occurs. It's not that difficult
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A model in which an explosion occurs. It's not that difficult
Difficult to make look right. :)
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Sorry, I meant it's not that difficult to understand what you say.... Even though it usually is :D :D :D
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I understand what you're going for, but an explosion is a rapid release of energy... I don't see how you can put that into a model.
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... I'm sure he means debris flying off in every direction.
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Then wouldn't you just use models of debris?
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Sure, and hardcode the engine to create a thousand instances of it and fling them in every direction after an 'explosion' flag is triggered?
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teeheehee, bye bye r_speeds
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Sure, and hardcode the engine to create a thousand instances of it and fling them in every direction after an 'explosion' flag is triggered?
That's what the Quake2 gamex86 does when you blow up a barrel :D
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I understand what you're going for, but an explosion is a rapid release of energy... I don't see how you can put that into a model.
There's usually fire and smoke involved, too. I think particles/billboards are the better way to approach this than a model, though.
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teeheehee, bye bye r_speeds
r_speeds don't apply to models I don't believe. Your FPS will go down though.
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Argh Argh Argh Argh Argh!
epoly = models!!!
And yes, you'll take a performance hit, but very slightly.
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Argh Argh Argh Argh Argh!
epoly = models!!!
And yes, you'll take a performance hit, but very slightly.
epoly is entities too. Forgot again. Haha
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If you're creating a hundred differnet entities for 1 pball, then i cam expect the overflow to be quite frequent in blitz and other maps like it.
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Hey all,
would anyone be willing to whip me up a model of a Bell, similar to this: http://en.wikipedia.org/wiki/Image:ZygmuntDzwon.JPG ?
doesn't have to be particularly high poly, but passable.
thank you!
- Dagless M.D
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This is just a model and an unwrap. Someone else's going to have to texture it.
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thanks for taking the time to do this Eiii!
I'm having a little trouble with the .blend file though - I've no experience whatsoever with blender, but when I load bell.blend up I can't see any meshes or anything.
Anyone have any ideas? At the time of this reply the file has been dl 5 times, so has anyone else had this problem? Am I being a massive n00b?
- Dagless
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Shift + F5
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in other words, I'm a massive n00b. Cheers!
- Dag
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Haha did you see my post before the edit? It just read "Shift F5, newb."
*y00tz waits to see if Dag can get it in the game on his own
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does anyone know how to convert a 3ds if i want to make any models, because i can't figure it out.
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does anyone know how to convert a 3ds if i want to make any models, because i can't figure it out.
Yes, its quite easy. Make your 3ds. Save them and then import into either Blender, Milkshape, or even Wings3d. Once the model is imported, export the model as a md2.
If you have any more trouble, pm me.
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Not wings3d, that won't export md2 or smd/skm...
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Not wings3d, that won't export md2 or smd/skm...
Oops, nice catch. Blender is the only modeler I know of with a smd exporter plugin.
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umm..... is there something i am missing to export skm? i cant find it. what is the plugin thin and how do you get it?
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And coming soon, the y00tz way of making SKMs work in game (almost finished)
I. SKM Overview
a. SKM vs. MD2
b. Disadvantages of SKM
II. Creating a 3DS (Optional)
a. Downloading Wings 3D
b. UV Mapping (very basic)
c. Exporting a 3DS
III. Creating an SMD
a. Downloading Blender
b. Downloading the SMD script
c. Importing a 3DS into Blender
d. Exporting a SMD from Blender
e. Alternate ways of retrieving an SMD
IV. Creating an SKM
a. Downloading SKModeler 1.2
b. Updating modeldefinition
c. Compiling
is this coming out anytime soon, it would be a great help.
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It is. I am helping. Stay tuned. ;)
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It would be nice to have some vines for show. Are models climbable? Because it would be a nice addition to a variety of climbable(i.e. fence, ladder, vines, etc.) Also some of the links in this thread aren't working for me :( Mostly the ones by S8NSSON, so i can't see any of his models
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s8n changed jobs at one point, I think he lost his hosting.
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and no models are not climbable but you can put a clip brush where the model is and make that climbable
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Weee, reviving topic!
Started to have fun with Blender lately, and I decided to make some models for pb. For ****'s sake I couldn't find any .blend to .md2 exporter (whatever link I found was no more active), then I found some .blender to .sdm exporter. My model consisting of meshes and particles wouldn't convert, so I decided to delete broom (cause it was broomstick that consisted of particles - my model was snowman :D). It exported snowman itself just fine, so here's the time for sdm->skm, right? Downloaded Garret's soft and bah, errors all over. I gave up!
Here I present my model with and without broom:
(couldn't decide on format, so both .jpg and .png ;P)
P.S. If anybody is interested, I can share .blend files, so that it won't be a waste. Imho this snowman could look god on snow maps ;)
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Nice, make some more models :P
For the model, it looks better without a broom, imo.
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Yeah, I'm not sure but the errors might have something to do with that fact that that's about a zillion polies. You need to use the subsurf tool (think that's what it's called)
Plus to export to SKM you need at least one "bone" in the skeleton.
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This model has about 14,5k faces :D when I llooked through this thread I saw S8N's models having ~150. So should I apply subsurf modifier or just create one? Think aplying one may make the model subdivide totally?
I might try to make one model today with less polies and some bones and see if it's convertable.
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O.o i create models :D
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Well I made a model of an automag with hopper so far,(3 hours) It is basic textures nothing like a real automag but to show how easy they are to make. Picture and zip file with the .skp for sketchup7 or 8 if you have newer.(scroll down if you dont see it under the picture it is there!)
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http://www.md2.sitters-electronics.nl/models.htm
I am curious if all these models could be imported to pball maps? I´ve tried it like an year ago but didn´t make it works.Model was ok, but textures didn´t appear. Any ideas? These models seem pretty good.
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someone should make just normal ppl walking around but if you shoot them they just make a hurting sound and keep walking....
+1
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high-poly guns and charachters and ammo and things like that would look better that what there is now
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Sorry for reviving this topic. I was wondering how about a new gun?
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i think jitspoe won't add any new gun. There have been around a thousound others to try to get their own idea implemented ^^. In fact I also have an idea for a weapon, but we all know those will never be implemented. I think this is also in the FAQs...(though i can't find them ...)
My idea would be a better version of the pgp. Same firerate, but more accurate. Some sort of deagle ^^.
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give me some ideas for stuff to make models of. i need to practice.
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give me some ideas for stuff to make models of. i need to practice.
Yeah you do, i stacked blocks prettier as an infant that you make models.
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Yeah you do, i stacked blocks prettier as an infant that you make models.
Don't see you doing anything foxhound. Making models is actually pretty difficult. I'm pretty sure monkeys can stack blocks.
Foxhound = Monkey.
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haha -.-
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Also monkeys stack blocks better than he makes models... good point link.
CAD is easy btw.
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That was my first model btw.
This is the one i made today. Its a handgun.
Ps: its not finished yet.
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Much better
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thankyou.
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Why not make some models that mappers can use in their maps? Look at the first few pages of this thread.
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Why not make some models that mappers can use in their maps? Look at the first few pages of this thread.
+1
I've always wanted a dumpster (not a trash can) a dumpster.
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The problem with models is collision/clipping. I could make a dumpster model, but for player model to get into it, you'd have to clip it precisely anyway. It's simplier to just create such things in bsp.
Edit: Unless you want to clip it like a box inside and outside. Then a model would do, and it would be actually easier/faster/nicer to make model in, say, Blender, than in bsp. But then again there are problems with texturing models and exporting them; all in all it may just not be worth it.
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I never said you had to get in it. Just a nice closed dumpster would be awesome!!!
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A dumpster like that would probably be easier to make out of brushes -- just need to get some good textures for it.
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Just Playing around with Blender for awhile and Tried to make a smg.
Let me know if you want the file.
Sorry about the textures and how long its been.
Wacked random textures on it.
Plus Heres your dumpster.
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Either that room is very small, or that is a HUGE MFing Uzi
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In another thread someone posted a dumpster model already.
My bad.
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Yeah i scaled them up abit lol...
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Made a Draw for yall out there :)
Getting back into modelling abit.
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Looks good :)
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thanks :)
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Made a DP Bed. :D
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This game has not the name "Digital Paintball" :P
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would you want me to make it have a normal blanket or change the name. i kept stuffing it up yesterday . so. i just wacked blue bg colour on it and done digital paintballl on it but if you would like me to change it ill try.
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Could someone make a new model with a black sheep for me? :)
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Ill try havent modelled in a while.
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Is that dumpster textured? it just looks weird to me. most dumpsters aren't shiny...
and the tops are usually black. maybe I'm just picky =p.
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Yeah that was my first go at texturimg. Haha so it didnt work out too well.