[MREL] - High-poly Sandbags


Trigger
06-07-2003, 01:50 AM
I was very impressed when I saw that they had finally replaced those blocky brush based sandbags with nice models, but I was less than impressed with the models they used. I took it upon myself to make my own, and here they are.

-Pic-
http://www.dodstudios.net/uploads/uploads/sandbags.jpg

-DOWNLOAD- (http://www.geocities.com/trigger3945/sandbag.zip)
It's a geocities account, so drag the link to the address bar, as always, mirrors are appreciated.

Foley
06-07-2003, 01:51 AM
Je t'aime

-=JaCoBsOn=-
06-07-2003, 02:06 AM
Jag älskar!!! :)

06-07-2003, 02:11 AM
They look nice man, good work. :D

**edit**

Mirror: Here! (http://kustom.nitroxgaming.com/trigger/sandbag.zip) :p

Vash
06-07-2003, 02:20 AM
The little things that count....the little things I tell yah... love it. I really like how people are focusing on the small stuff this go around...

Ikujinonai
06-07-2003, 02:31 AM
Holy wow, these are absolutely stunning.

06-07-2003, 02:43 AM
Yeesh, first your Italians, Hanschars, your tanker guys and now this?

Christ, I do not envy my TNT2.

GJ Homey.

06-07-2003, 03:24 AM
you sir are like the butter on the bread.

thanks.

06-07-2003, 03:29 AM
Hey all,

Mirror (http://www.dodsupply.co.uk/modules.php?name=Downloads&d_op=viewdownload&cid=11) provided by http://www.dodsupply.co.uk

Zweett00th
06-07-2003, 03:36 AM
Looks really purteh :)

06-07-2003, 07:46 AM
Impressive work! Great job.

/me uses

06-07-2003, 08:08 AM
excellent work Trigger, doesnt seem like this would be important, but theses really do look that much better.

Cole
06-07-2003, 08:37 AM
Umm on avalanche the curved sandbags arent lined up right.

06-07-2003, 11:42 AM
i think you buggered up the order of the sandbags there..:confused:. in that pic you have a huge curved set when its suppost to be a single line.

Ikujinonai
06-07-2003, 01:37 PM
Hmm, yeah, submodels 1 and 6 (the corner ones) are rotated 90 degrees the wrong way. Just to let you know.

Trigger
06-07-2003, 02:30 PM
I have no idea why it's doing that, I lined them up perfectly to the originals. I'll work on it though and see what I can do.

Vash
06-07-2003, 02:31 PM
Well I think i managed to fix the problem, I noticed it too when I first looked at the models in HLMV, but when I played in-game it was perfect, didn't know there were sub-models, I musta been seeing the okay subs. Well I just transplanted the .smd stuff from the old sandbags in and they look the exact same in HLMV, so I think they work. Umm let me find somewhere to put it up...

Vash
06-07-2003, 02:32 PM
Here ya go

Trigger
06-07-2003, 02:51 PM
Only problem Vash, is that those are still the original models, not my high poly version. I've fixed the problem and re-uploaded, so if you've already downloaded, download again to fix. Also, you gusy who gave me mirrors should update it to this version too.

06-07-2003, 02:55 PM
Great, ill reupload in a moment.. also trigger if you could hop on aim, its about sps!

German Killa
06-07-2003, 02:56 PM
i add a mirror at www.dodmaps.de
Mirror: DodMaps.de Mapping Tools (http://dodmaps.ngz-network.de/index.php?site=mappingtools.php) go to MODELS

06-07-2003, 02:56 PM
Re-uploaded :D (http://kustom.nitroxgaming.com/trigger/sandbag.zip)

Vash
06-07-2003, 03:01 PM
Ehh? Looks like your sandbags to me. *shrug* I'll just re-d/l anyways just cause I like official stuff better. :D

*edit* nvm...I see now... *blush*

Cole
06-07-2003, 07:17 PM
Trigger do think you can do the "forts" submodels with your sandbags?

Trigger
06-07-2003, 07:25 PM
I tried, but they ended up being 6500 polys and wouldn't even compile. I could reduce them like crazy and get them down to a reasonable level, but I don't wan't to take the time.

06-07-2003, 07:26 PM
jesus christ... D: How many polys are these?

Trigger
06-07-2003, 08:46 PM
These are much lower than that, but still fairly high, around 2000 average I'd estimate.

Pvt. Paradox
06-07-2003, 09:19 PM
that is......great

Ikujinonai
06-07-2003, 11:03 PM
http://www.ghostopsmod.com/xtut/poly/index.html

That might help to get around the poly limit.

Sgt.Sinister
06-07-2003, 11:19 PM
I was just about to post that.

:D

On with the forts, Trigger!

Trigger
06-07-2003, 11:42 PM
Yeah, I know there are ways around poly limits, but would you really want to use such a high poly model in game? I guess I could do it anyway, since I'm sure there are people who don't care about using such wastefull models

06-07-2003, 11:48 PM
omg.. thats gonna be alot of polys :P

Toejam Football
06-11-2003, 06:02 PM
Phokus that link dosnt work I want these sand bags but I dont want the unfixed version :(

Triggers link dosnt work either.

The Cheat
06-11-2003, 06:32 PM
They also stick through the wall on flash. But who cares.

Dr. Crawford
06-11-2003, 10:18 PM
get the link back up, i want the new ones with the angles fixed! RA

gmow
06-12-2003, 11:04 AM
the #of polys for just sandbags makes this model obsolete. The official ones look fine anyway.

Cs42886
06-12-2003, 11:07 AM
I love the sandbags man! The only problem I have with them is the fact that they are really REALLY dark. It looks like it just rained all over the sandbags.:) Anyways, umm... yeah... Good WORK!

06-12-2003, 11:11 AM
my links work..

Trigger
06-12-2003, 01:27 PM
Originally posted by gmow
the #of polys for just sandbags makes this model obsolete. The official ones look fine anyway.

Do you even know what obsolete means? Bacause I have no idea how a reasonably high poly count makes them obsolete. I don't think the default sandbags look fine, they are low poly with a mediocre texture on them, that's why I made these in the first place. They are supposed to be high poly, I made them for people with computers that handle that and want something nicer that what they've got.

I've fixed the link in my first post. It may go down though, it is a geocities account.

Toejam Football
06-12-2003, 06:33 PM
Originally posted by phokus
my links work..

Yeah sorry a thing I downloaded that speeds up downloads was making it not work :)

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