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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization > Collaborations
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Lt_Gravity
and I have to force me to look into this tread time by time, Im on holidays now, so guess the map will be in betastage soon. and you have to do my dropship aswell, so hurry wink.gif
Lt_Gravity
no reply yet.

thats why I need them SOON (look my last post)

*waits*
endurance is NOT what mappers are made of sad.gif
Chrono
gravity i got some good news and i got some bad news

good news

i got the model converted
i got the polycount down from 12000 to 1247 for the mining vehical

bad news

half of the faces are inverted my screenshots below will explain this
its going to take some time to fix these faces ill try and get some one to help me on the rest of the models


time to explain the screenshot
both of these models are the exact same model just one has 2 sided textures on and the other one doesnt if anyone knows a quick way of fixing this let me know
Lt_Gravity
hate to say that but... thats the wrong version. sad-fix.gif
I sent a bunch of files to you, the new model is less poly consuming. why I can tell this just by thie screenshot:
- the new ersion has got totally diffenrent drill equipment
- the new version doesnt have the edge withing the wheelfixing any more
- and most important > the new version doesnt have the chamfers around the wheel covers anymore

plz check your mailbox chrono.
Chrono
gravity i know about the new version but that version was crashing my 3dsmax for some reason this is the only one i got working dont worry about the polycount 1200 is fine for a world model
Lt_Gravity
at least take the update drilling-gear data because it makes much more sense visually.

I think we will soon reach a point where tha mapper (<moi) deals with the idea of NOT having this model for his map. this gets very complicated I guess. *gets mad about the invalid data export*
Chrono
gravity dont worry we will get this in your map maybe if not in the first version then definitly in a later version
Lt_Gravity
...
so whats up?
how far?
Lt_Gravity
edit:

moved pictures to first page. thank you for your replies.
mirrodin
I'm willing to take a crack at skinning that cargo box. I'm using MS3D and I have basic knowledge of skinning. Is there any particular theme you want the box to maintain. (IE. Are they broken? I am thinking a metal box with a yellow stripe around it and a TSA symbol on top or the symbol of your map if you have one.)

EDIT: PM me if possible it is more convienient. Pardon my spelling, I know it's horrible.
Chrono
glad to see some one outthere is willing to help gravity sad-fix.gif come on people help the guy out!
Lt_Gravity
I take that very serious. you will see that I maintain the "who does what" list.
but its funny: when I created the models my first idea was "hey, I guess this simple cargo box wont be spectacular enough for the people. so what if I have to do it myself?"
but obviously the box is in good hands now biggrin-fix.gif

now I need anyone messing with the mining vehicle because thats the most important model for this map! dont fear it becase of the complexity. the whole model was split up in its major parts so it can be easily skinned.
the dropship and the wire are additional stuff and it wont be too bad if they werent finished.
the clamp itself is also very important because its needed to complete the worldarchitecture in one part of the map.

all it needs no is a Lt. Gravity fixing the flipped surfaces within the models. if someone wants to help: I would appreciate it if anyone would make mdl-files out of the ms3d files as soon as each skinmesh is ready.

volunteers?
mirrodin
Maybe after I finish the boxes (I'll do two skins) I'll skin another model.

Heh Lt. I was thinking for the boxes you think I should put a little sign on it that says something like "Packaged On: Eclipse" or any map that has a cargo bay hive? I think that would be cool because that could explain how the bacterium spread from that station to this one.

Just a thought. I'll do one box your way and one my way, then I'll take the box you wanted and beat it up a bit, throw on some rust and you can have 3 boxes (or 2 if you don't like my idea)
Lt_Gravity
but the infestation started HERE! why do you think the map is called ns_source tounge.gif

maybe later on you could add some scriptiong on the boxes like:

".357 cal (or whatever caliber is used in the ns universe, never thought about that, 12G for sg, 30mm for granadelauncher)
full metal jacket (explosive, etc.)
5000 rounds (depending on ammo size)"

alternations boxes with scripting "armory", "infantry teleporter"

"field rations
200 portions"

"first aid" (either with the esculap-symbol or as a complete white box)

"field computer
system (any number)
HANDLE WITH CARE/do not throw"

maybe a small "upside /\" signs abouve the handle.


that are only some ideas, Im shure you will create something cool. for an first try one basic skin will be more than enough, we can talk about details later smile-fix.gif





Lt.Realness
yo grav I'll try to help ya soon until I get some skills in modelling biggrin-fix.gif
Obst
I'll support Gravi with

-Compiling
-Smoothing
-Skinmeshing (occasional tounge.gif )
-General modelling aid

/me pats Gravi
mirrodin
Grav, please send the files. I can't do this on monday, and I only have like one hour every weekday to skin and such and usually skinning cuts into my playing time. I haven't played NS for 8 days. Use the e-mail in the PM I sent you.
Chrono
QUOTE (Lt.Gravity @ Sep 19 2004, 03:33 AM)
but the infestation started HERE! why do you think the map is called ns_source

maybe you could have the crate have like a adress written on it like

"destination : hera stations" and that could explain how its spreading tounge.gif
Lt_Gravity
skinning volunteers needed.

exspecially for the mining vehicle and the dropship.
btw dont be afraid of the "complex" vehicle, I splitted it up in its main parts, so you dont skin the complete model, you will be able to skin parts of it and connect this parts later.
Obst
QUOTE (Lt.Gravity @ Sep 22 2004, 11:04 AM)
I splitted it up in its main parts, so you dont skin the complete model, you will be able to skin parts of it and connect this parts later.

Not needed. You can do this also in the skinmesh. You found a skinmesher vor the dropship yet?

btw: I remeshed the box, because the previous skinmap was plain horrible. You should have got it by now, I e-mailed it.
In addition I meshed the wires and Coltrane is skinning them.
mirrodin
Better send the remeshed box to me. I haven't started yet since I am still meshing a pistol for someone else.
Obst
Here you go.
mirrodin
Thanks, I'll actually do some work on it before I fall asleep. I have school tomorrow and I take my education very seriously. biggrin-fix.gif Actually my teachers would flay me alive if I dozed off in class. FLAY!!!!!11

NINJA EDIT!!

I decompiled it, nice job on the mesh, it's really easy to use. The box is well done too. Anyway I'm beginning to skin the sides and handle.
Lt_Gravity
Im happy that I finally managed to convert the model to work within ms3d. and Im looking forward to the first finished model for ns_source ^^
mirrodin
RAWR!!! Update. Almost done the box, gotta blend some parts where a side leaked onto another polygon. Then just gotta add the text. Meanwhile enjoy my new signature.
Lt_Gravity
wires finished.

thx to obst & gemüse and to coltrae for the fitting skin biggrin-fix.gif

edit: morrodin could you post a progress picture? I would really like to see it.
Obst
Obst & Gemuese - skinmesh
Coltrane - skin

You shouldn't type so fast tounge.gif
mirrodin
Progress picture, sure. Give me some time though I go to a math tutoring class today. I'll be back around 12 Noon - 1PM ish I'll post it up then. Until the picture. I'l finished the basic skin, I need to add shadows, highlights and 'beat up' the box's corners. Maybe add some scratchs.
Lt_Gravity
sounds great biggrin-fix.gif
Obst
Clamp is meshed, smoothed and compiled:
(The black lines are only there because HLMV slightly shifts the skin.
Lt_Gravity
great job obst.
and look: your avatar is even smiling now biggrin-fix.gif

*waits for cargo-box picture*

EDIT
obst, one question: are the models easy to skinmesh? because they should, no overlapping faces or gaps in the geometry so far... nearly the "perfect" models to work with wink-fix.gif
Perdition
I remember reading about this model from long ago. It looks neato. Gravity, if you ever need any map models done, don't be afraid to ask me. I've decided to make a wannabe career for myself on the forums as a map model maker.

You get the point. Anyway, it looks pretty wicked, and i've got a buddy who is doing a very industrial type map, when this gets finished, would you mind sharing?

By the way, tell us what proram you used to model...right now.
Lt_Gravity
its called "Catia".

its very expensive.
its easy to learn but hard to 0wn tounge.gif
but its hell of fun and you get perfect models in no time.

and mirrodin: wheres the picture of my box???
Perdition
QUOTE (Perdition Flamethrower @ Sep 28 2004, 05:08 AM)
Anyway, it looks pretty wicked, and i've got a buddy who is doing a very industrial type map, when this gets finished, would you mind sharing?

Heh, don't feel like re-typing the question. biggrin-fix.gif
Lt_Gravity
QUOTE (Lt.Gravity @ Sep 28 2004, 11:11 AM)
btw: you guys can talk much about"I want to play it NOW!" because you dont know the map. what should I say? day by day not able to play it because some lousy parts arent completed yet...

but at least the community will get some nice, new models to place in their maps, even if the map should be crappy.  tounge.gif



biggrin-fix.gif
Perdition
I feel dumb.
Lt_Gravity
you dont have to. it was a stament I wrote in the mapping thread of ns_source tounge.gif

whoever does any skins for this models: for the first beta it doenst matterif the skin is finished or not. but I have to use the models within this first new version, so I need a rough texture at least. all details can be done later. so please mirrodin, just send me what you have got.
Chrono
im glad to see its progressing gravity smile-fix.gif
Lt_Gravity
all I have atm is a finished pipe, the box model and the clamp model but both are unskinned. there is a lot IMPORTANT stuff missing. maybe I can get the mdl´s of the dropship and the vehicle from obst, having a skinmeshed model is better than having nothing. and I will insta-ban any person asking "why is the model so weird locking?" when betatesting wink-fix.gif

what I could need would be a nice concept for the mining vehicle and the dropship. I just gave shapes, now anyone could give them "a face".
Lt_Gravity
do I really have to BEG for a simple picture?
enf0rcer
this dead? Still don't see a mesh for the vehicle sad-fix.gif
Lt_Gravity
I dont see it either. but I sent all the other models to obst, Im shure as soon as he has got some time left, we will skin them. at least the skins...
enforcer, still interested in skinning the vehicle? that would be great news for an exhausted mapper...
Crispy
*Massages Grav's shoulders*

I'm looking forward to this map tooooo much. Do the man's models already tounge.gif
Lt_Gravity
QUOTE (-[Kobayashi]- @ Oct 6 2004, 12:37 PM)
*Massages Grav's shoulders*

ooohhh thats what I really needed ... *purrrr*

btw I dont think its a good idea to tell the people what I want to do with the finished dropship model. *coughmovingmarineinmovingcoughcoughship*
Lt_Gravity
QUOTE (Lt.Gravity)
... because ns_source_b31 release-date will be the 17.10.04.

gotcha all  tounge.gif


... PROGRESSES ON SKINS???
Obst
Got the most important exam tomorrow, I may have some time to skinmesh some stuff during the weekend.
Obst
Started meshing the mining vehicle wink-fix.gif
Lt_Gravity
mirrodin seems to be dead...
Obst
Remeshed the already meshed stuff to simplify the textures in layout and size and started with the main body.
Lt_Gravity
and thats the LIGHT-version of the vehicle so better be thankful wink-fix.gif
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