|REL| Wicked Obstacles
08-13-2006, 03:50 PM
I started learning XSI last night and banged out a few beach obstacle models for my current dod:s project
They use a stock dod:s skin so the filesize is tiny, the highest poly model is 232 polys
Included in the .rar are 3 different tank trap models and 1 post model, all 4 of which can be seen in the image below
Download - http://files.filefront.com/Wicked_Obstacles_V1rar/;5396799;;/fileinfo.html
Screenshot - http://img125.imageshack.us/img125/8379/wickedobstacles1vo3.jpg
Please post comments, i might have more models to release soon
08-13-2006, 05:07 PM
Nice! Good job getting these out, I know they'll be a huge help to beach mappers. Any chance of getting some Belgian gates or a vertical pole with a mine on the top?
08-13-2006, 06:15 PM
I have a gate model that another mapper sent me but i don't know if he wants to release it to the public yet
I might make my own version here soon though
As far as atellerminer pole i will most likely make one pretty soon, that post model in the pack was originally a tellerminer pole but i didn't have a mine texture at the time so i just make it a stand alone
08-13-2006, 06:35 PM
they look pretty cool. I nearly took up modeling just to make these dang things.
A few suggestions:
1. could you make the poles a little thicker (as in diameter)? The legs of the ramps look a little wimpy. That and they wont provide much cover to hide behind, which, now that i think about it, might be the point. But still...
2. Consider this texture (http://img151.imageshack.us/img151/9672/dodstrand0028go6.jpg) , the one being used on the long pole. It would look great since it already has the green algae, etc at the bottom, like it's been sitting in water. It's from the dock pole model, dock01_pole01a_256.mdl. I wish the short dock poles had that texture at the bottom, but they dont.
In my map i'm currently piecing together the dock poles to make these ramps, but I'd much rather use yours since they have a much lower poly-count. let me know what you think.
If you make the mines (and i hope you do), make them separate models, so they can be put anywhere. Also, you could look into making them prop_physics models that explode, like explosive barrels. Ranson just did this with the ammo crates for the Flak gun. That way, if you shoot it, it blows. There is also an existing gas can prop that does this.
EDIT: I forgot to include the link...
08-13-2006, 09:42 PM
Well i won't be changing the size of any og the models i have finishe dbecause i made them specificly for my map in which they fit perfectly but i might make some morei n the future in different sizes, by the time my map is finished i will also have some skybox textures for distant obstacles so you will not have to render models
I have done the tellermine pole which the mine as part of the model, the mine texture is a bit sketchy but works for the effecct, i am going to do a seperate mine model as well before i release it to the public
If anyone has any fairly simple map prop requests hit my up on PM, i want to get as much experience as i can while learning XSI
08-14-2006, 10:00 AM
wicked, you learn from a tutorial because im looking for a good one or few to get me started.
by the way those look better than my first attempt.
Wile E Coyote
08-14-2006, 11:54 AM
once again, thanks for sharing these wicked, that's what gaming communities are all about!
08-14-2006, 03:18 PM
Glad yall like em, hope someone else can make use of them as i have
As far as learning i usually learn every application i know by just using it until i get it right, certain things i do refer to tutorials for to make sure that i am doing the best way possible such as setting up QC files and texture projection
I did find this video tutorial set pretty helpful though
Download the 4 videos under the Creating a prop in XSI and Texturing it with Photoshop. section
I am sure this site also has some other good tuts but i have not really looked around yet
Day of Defeat Forum Archive created by Neil Jedrzejewski
This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.